Version 5

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Welcome to Version 5: Shardfall, this version is packed to the gills with chaos, conflict, and opportunity! This section will go over some of the key details about the new version, we'll dive a bit deeper in to the specifics in the other sections of this guide. I'll also be working to update our Codex with the new details, but it may take me some time so this will be your primary V5 reference for now.

What's going on?

  • Essence Shards are tangible, crystallized forces -- such as magic, nanites, and divinity -- that were left behind after the Primordial Ones visited Kinship. These shards have recently begun to destabilize for some reason, eventually causing a new natural phenomena/disaster called a "Shardfall".
    • Shardfalls are intense, unpredictable storms that cause Essence Shards to rain down from the sky; at the same time, geysers of pure energy shoot out of the ground, corrupting any lifeforms caught in the area.
  • Each Shardfall is preceded by sightings of one of four massive, Shard-infested creatures called "Heralds"; they are typically seen in the area that will be hit by a Shardfall about 3 days before it happens.
    • Heralds seem to be living embodiments of an amalgamation of Shards, making them incredibly dangerous and best observed from afar. They are often accompanied by smaller, more fragile manifestations called Remnants. It remains unclear whether these Heralds cause the Shards' instability or merely serve as warnings.
  • The Shardfalls have caused instability in the town of Pyronmouth, and everyone is scrambling to find ways to predict, protect against, and hopefully stop the Falls. Damaged by the recent events of the Shattered Vault event, the town also no longer expands and contracts based on population, and the Flies have become unpredictable and even erratic at times. With so many opinions and ideas about how to approach the disaster, and the apparent loss of security the town once provided, there is significant social upheaval with several factions breaking off from town to set up their own settlements.

The Heralds

THE HARBINGER

  • Appearance: The Harbinger is a fox-like creature with sleek white fur and scales laced with jagged, crystalline Shards that pulse with a cold, eerie glow. Its eyes are sharp blue, watching the world with a cunning and malevolent gaze. Its tail, long and serpent-like at the end, is almost completely covered in a single thick Shard.
  • Role: The Harbinger is a herald of the lightest tier, signaling a Shardfall that, while still dangerous, is less catastrophic compared to others. Its presence is a bad omen, an indicator that the world is about to be thrown into chaos, even if on a smaller scale.
  • Personality: Mischievous and cunning, the Harbinger is not to be underestimated. It may seem smaller and less imposing than other Heralds, but its intellect and trickery make it a formidable foe. This creature delights in sowing confusion and leading those who seek it into traps and ambushes. Despite its smaller stature, the Harbinger is vicious and lethal, capable of outsmarting even the most seasoned hunters.
  • Deity Affiliation: The Harbinger seems to be some form of trickster deity, possibly a forgotten or lesser-known god that once thrived on mischief and discord.

THE SENTINEL

  • Appearance: The Sentinel is a majestic yet terrifying deer-like creature with crystalline Shards sprouting from its antlers, wings, and back. The Shards give off a haunting luminescence, the deep glow often noted before the Herald itself is seen. Its antlers are massive, branching like twisted trees.
  • Role: As the second most common Herald, the Sentinel precedes Shardfalls of moderate intensity. Its arrival is a sign of greater destruction to come, with the potential for widespread devastation.
  • Personality: Stern and enigmatic, the Sentinel is driven by an ancient and incomprehensible purpose. It is neither friend nor foe but an executor of a higher will. It observes, judges, and acts with a cold, detached demeanor, indifferent to the suffering or survival of those in its path. To confront the Sentinel is to face a creature of relentless power and unwavering resolve.
  • Deity Affiliation: The Sentinel may be associated with a deity of judgment or balance, such as one who oversees the natural order of destruction and rebirth.

THE VANGUARD

  • Appearance: The Vanguard combines the ferocity of a canine with the raw power of a big cat, its body is heavily infused with veins of crystalline Shards that pulse with a vibrant, dangerous energy. Its eyes burn with intensity, and every movement radiates raw, untamed power.
  • Role: The Vanguard heralds a Shardfall of high damage. A creature of war and destruction, its presence alone is often enough to terrify even the bravest of souls. Where the Vanguard treads, annihilation follows.
  • Personality: Aggressive, relentless, and brutal, the Vanguard is a living embodiment of the chaos and fury of the Shardfalls. It shows no mercy, driven by a primal urge to destroy and consume. Those who stand in its way are torn apart by its sheer power.
  • Deity Affiliation: This Herald may be tied to a deity of war or destruction, a being who once thrived on conflict and devastation.

THE WARDEN

  • Appearance: The Warden is an imposing alligator-like creature with a massive body covered in thick scales that are interwoven with jagged, crystalline Shards. These Shards protrude from its back and tail like deadly spikes, glowing with a deep, ominous blue light.
  • Role: The Warden is the rarest and most feared of the Heralds, appearing before the most devastating Shardfalls. The Warden is the final, grim warning that all hope may soon be lost.
  • Personality: Calculating, cold, and utterly ruthless, the Warden is a beast of destruction with no equal. It is a master strategist, laying waste to everything in its path with precision and brutality. The Warden is a harbinger of the end, and those who encounter it face almost certain doom.
  • Deity Affiliation: The Warden may be associated with a god of death or the end times, a deity who once warned of an apocalypse -- and the inevitable conclusion of all things.

THE DREADNOUGHT

  • Appearance: Towering and immense, the Dreadnought is a terrifying fusion of bear and porcupine, its body layered in jagged crystalline Shards that pulse with an eerie glow. Its every movement is deliberate — imposing and inescapable, like an executioner raising the blade. Its Shards refract strange, otherworldly light, creating unsettling illusions of twin shadows or afterimages that linger even after it has passed. The air around it crackles with an unnatural stillness, as if reality itself holds its breath in its presence.
  • Role: The Dreadnought is not bound to the cycle of Shardfalls. It is a rogue force, a wandering titan. For ages, the Paragon stood against it, a bulwark that prevented its awakening and kept its vast power in check. But the tides of the cosmos have shifted. The Paragon has weakened, and the Dreadnought has grown stronger in its slumber. Now, freed from its restraints, it moves with purpose. It does not chase with haste, nor does it relent -- it hunts. It is particularly drawn to Starchildren, hungry for their celestial essence as it seeks to further strengthen itself. Where the Dreadnought walks, it remakes, altering the land in its wake as Shards spread faster than ever before, anomalies bloom in the sky, and echoes of both past and future flicker in the air. Before it can be stopped, its celestial shield — strengthened over the ages by its slumber and the Paragon’s waning influence — must be broken. Only then can it be confronted directly. Until then, it is inevitable, an unstoppable force that reshapes the island with every breath.
  • Personality: The Dreadnought is no mindless beast — it is a calculating, patient hunter. Those marked by it will find no safety in distance, no reprieve in hiding. The hunted may run, but the Dreadnought always finds its target, warping the world around it in pursuit. Some who have dared to track it speak in riddles upon their return, gone half-mad (or more) with claims that it is neither destroyer nor creator, but something far worse — a being whose purpose is not yet understood. Whatever the truth, one fact remains: to be seen by the Dreadnought is to be made prey.
  • Deity Affiliation: If the other Heralds are tied to ancient deities of war, destruction, and balance, then the Dreadnought may be something else entirely. Some whisper that it is not of this world, but an agent of something far older and stranger — perhaps even the first of its kind, predating the known Heralds. Others believe it is the remains of a celestial guardian, long since corrupted or broken by time. Whatever truth lies at its core, one fact remains: the Dreadnought does not follow the old paths. It makes its own.

THE PARAGON

  • Appearance: The Paragon is a breathtaking fusion of lion and horse, its powerful frame shimmering with golden crystalline Shards that seem to capture the light of distant stars. A spiraling horn rises from its forehead. Its mane flows like molten gold, flickering with energy that crackles in the air around it. Where it walks, shattered ground begins to mend, and the sky seems just a little brighter.
  • Role: For ages, the Paragon stood as the last barrier between the world and the Dreadnought’s relentless advance. It was not merely a protector — it was a tether, a force that held the titan at bay and ensured balance in the celestial order. But time and the shifting of the stars have worn it down. The strength that once held the Dreadnought in check has faded, and without intervention, the Paragon will crumble entirely. As the celestial tides continue to shift, the Paragon must be reforged. It is not a passive guardian, nor will it offer protection to those unwilling to rise. It is a crucible, a force that forges warriors who can stand against the coming storm. It does not fight for mortals — it fights with them. And if it is not strengthened, it will fail, and with it, the last true check against the Dreadnought’s growing power.
  • Personality: The Paragon does not coddle, nor does it shield the unworthy — it measures, tests, and challenges those who seek to stand beside it. For those who falter, it offers no comfort. For those who rise, it offers the fire to burn brighter. Its presence alone is enough to stir defiance in those who would otherwise surrender. Those who strengthen the Paragon will not find a gentle guardian at their side, but a force that pushes them beyond their limits, demanding strength, courage, and sacrifice. If the Paragon falls, it will not be through battle, but through the failure of those it sought to uplift.
  • Deity Affiliation: The origins of the Paragon are unknown, but legend claims it was born from the remnants of a power that once stood against the tides of ruin. Some say it is the last of its kind, an echo of an ancient guardian whose name has been lost to time. Others believe it is something new — a force not of prophecy, but of choice, called into being by the will of those who refuse to surrender. Whatever the truth, one thing is certain: where the Paragon rides, hope rides with it.

THE HERALD'S GIFT

For this version, Valinor's Blessings will be replaced with The Herald's Gifts. When a character is joined, a random Herald will be selected and you will be given your choice of 3 Gifts to pick from. You are also welcome to indicate a preference by messaging us in your private support channel before (or soon after) you finish joining your character; we may not be able to guarantee you'll receive a particular Herald, but we are definitely happy to take player preference in to account! Herald's Gifts are special blessings around specific themes; these themes are:

  • Harbinger focuses on deception, stealth, and cunning. Animal themes are foxes and snakes.
  • Sentinel emphasizes protection, balance, and foresight. Animal themes are cervids and birds.
  • Vanguard centers on raw power, aggression, and battlefield control. Animal themes are canines and felines.
  • Warden embodies destruction, resilience, and finality. Animal themes are opossums and crocodilians.

Shardfall Process

  • Once every two weeks, an automated check will be run by the system to determine where unstable Shards have begun to form; results of the check will be announced in the ⁠shardfall-events channel.
    • The announcement will include the area of instability, and how many in character posts will be needed to stop an impending Shardfall.
  • Any posts completed in that area during the following two weeks will earn a randomized amount of Essence Shards, and any posts including a Companion Creature will also gain +10 progress points, for a total of 35 Companion Progression Points per post written in the area.
  • The system will run a check whenever a post is completed in the area; it will automatically update earned Shards and Companion Progress Points on the backend, then announce the results including who earned how many Shards and where we are at goal-wise (the bonus points are not announced) in ⁠shardfall-events.
  • If we meet our posting goal, the area will be stabilized and we will have prevented a Shardfall! Any posts set in the area will continue to earn Shards/bonus points until the next unstable area is announced.
  • If we do NOT meet our posting goal, a Herald will make their presence known, a Shardfall will begin in the area, and any posts in the area will have a random chance of spawning either an encounter or a reward.
    • The system will run automatic checks on posts written in the active Shardfall area and announce results in the ⁠shardfall-events channel; there will also be a banner on the site that tells you if you have pending claims.

For added clarity, there is NO tracking needed on your part for this; the system will automatically track and credit things you earn for you. All you'll need to do is periodically check the Shardfall Claims page (which you will be prompted to do via a banner on the site).

Essence Shards

Shard Types

Don't worry, you don't need to memorize this! All of it is handled for you automatically in the Shard Shop.

  • Lesser Shards are the most common type of Essence Shard found during this version. They are represented by a small red shard icon.
  • Enhanced Shards are slightly more uncommon. They are represented by a small blue shard icon.
  • Greater Shards are the rarest and most valuable of shards. They are represented by a small golden shard icon.

Shard Variations

Each shard type exists in a range of variations with different effects; each tier has access to the prior tiers variations as well, so Greater Shards have access to the most variations.

All Shards

  • BLOOD - Associated keywords include vampirism, life essence, and illusion
  • CRYSTAL - Associated keywords include harmony, beauty, and clairvoyance
  • FIRE - Associated keywords include heat, energy, and emotional volatility
  • FROST - Associated keywords include cold, introversion, and melancholy
  • LIGHT - Associated keywords include clarity, honesty, and confidence
  • PLANT - Associated keywords include healing, pollen/spores, and photosynthesis

Lesser Shard Variations

  • LAUGHTER - Associated keywords include joy, chaos, and unpredictability
  • PLAGUE - Associated keywords include disease, contagion, spreading corruption
  • MIRROR - Associated keywords include reflection, illusion, and doppelgänger
  • TENGU - Associated keywords include wind manipulation, corvids, and combat
  • SIREN - Associated keywords include song, saltwater, and desiccation
  • FLESH - Associated keywords include body, growth, and regeneration

Enhanced Shard Variations:

  • GLUTTONY - Associated keywords include overindulgence, consumption, and hunger
  • HARPY - Associated keywords include sound, feathers, and claws
  • INK - Associated keywords include darkness, creation, and cephalopods
  • RUST - Associated keywords include corrosion, degradation, and decay
  • NAGA - Associated keywords include serpents, venom, and freshwater
  • JOROGUMO - Associated keywords include spiders, webs, and seduction

Greater Shard Variations:

  • CHIMERA – Associated keywords include hybrid, combination, and instability
  • GORGON – Associated keywords include stone, petrification, and sight
  • BAKU – Associated keywords include dreams, nightmares, and tapir
  • HYDRA – Associated keywords include regrowth, gasses, and resilience
  • CERBERUS – Associated keywords include guarding, underworld, and canines
  • GREED – Associated keywords include hoarding, consumption, and selfishness

Collecting Shards

Essence Shards will be automatically collected by our Shardfall checkers.

Converting, Feeding, and Spending Shards

You can convert, feed, or spend shards from the Shard Shop.

Spending Shards: There is a whole new Shop to spend collected Shards on! This shop offers a variety of items and options not available from our standard Marketplace.

Converting Shards:

LESSER SHARDS:

  • 4 Lesser Shards can be converted to 1 Enhanced Shard
  • 9 Lesser Shards can be converted to 1 Greater Shard
  • 1 Lesser Shard can be converted to 1c

ENHANCED SHARDS:

  • 2 Enhanced Shards can be converted to 1 Greater Shard
  • 1 Enhanced Shard can be converted to 5c

GREATER SHARDS:

  • 1 Greater Shard can be converted to 10c

Feeding Shards to Companions: Players can choose to feed collected Shards to their companions for additional progress points; each time you feed a Companion, you can select the variation of Shard to feed them.

  • Selecting a variation that matches their Affliction (ex: feeding a Fire Shard to a Fire Afflicted Companion) will produce a small amount of points.
    • LESSER SHARDS: 4 Shards = 1 point
    • ENHANCED SHARDS: 2 Shards = 1 point
    • GREATER SHARDS: 1 Shard = 3 points
  • Selecting a variation that does not match their Affliction (ex: feeding a Chimera Shard to a Blood Afflicted Companion) will produce a higher amount of points, BUT will also risk a chance of gaining a mutation!
    • LESSER SHARDS: 4 Shards = 2 points
    • ENHANCED SHARDS: 2 Shards = 3 points
    • GREATER SHARDS: 1 Shard = 5 points

Mutations: Mutations are physical, mental, or emotional changes that a Companion will experience as a result of consuming Essence Shards that do not match their Affliction, for example, if a Fire Astrofel is consistently fed Blood Shards, they may develop a Blood Essence Mutation. Many of these mutations have strong benefits, but there is a high risk of receiving one with an equally strong drawback. For example, your Companion might develop the ability to move at extreme speeds or grow wings to fly, but they might also be plagued by bloodlust or perpetual hunger. You can add, remove, or change mutations, as well as feed Companions Shards, from the Shard Shop. Every Friday the system will check feedings for the past week to see if one has triggered a mutation. If one is found, it will announce the afflicted Companion and the type of mutation earned; Signe will then let you know the mutation received in your private support channel and finalize the updates on the backend. The chances for receiving a mutation will go up depending on the frequency and quantity of non-matching Shards you feed a Companion. There are no limitations -- you can feed as many shards of as many different variations as you want! Mutations often grant a significant drawback of some kind, but may also grant extreme powers! There are currently 743 possible mutations, with ~30 possible from each Shard Variation.

  • Bonding Gifts have been changed from the custom item to a beneficial mutation; you will be given a list of three and may select one to apply to your Companion.

Setting Updates

CITY CHANGES

The instability of the Shards has disrupted the environment, even affecting the divine blessing protecting Pyronmouth. Flies (robotic guards) may behave erratically, ignoring crimes they would normally prevent or unleashing sedative gasses on innocent civilians with little provocation. The town itself grows, shrinks, and shifts unpredictably, sometimes even to the point of making it difficult to access essential resources like clean water, nutritious foods, and safe shelter.  The residents are often forced to brave the wilds to collect supplies for the town, especially anyone with military or combat experience.

With the town no longer expanding or contracting based on population, many buildings have been left vacant as people have moved to settlements outside the city. To address the loss of tax revenue and in hopes of minimizing vandalism and criminal behavior, the government has opened up these unused properties for purchase, particularly in the Emerald and Sapphire Districts; this has allowed a class of wealthy landlords to emerge.

Wealthier characters may have also been asked to manage certain areas in the Ruby District who are most badly affected by the city's unstable state.  Some take this duty seriously and provide services to people in their assigned area for free or at reduced cost, seeing this as part of their duty as a wealthy person/noble.  Others have taken advantage of this, charging exorbitant rents while neglecting to provide even basic services in an attempt to get even richer.

Additionally, some shady background deals have allowed landlords to buy ownership of properties that are already occupied, meaning that characters who didn’t have a landlord before may now find themselves with one!

NEW FAUNA & FLORA

Characters may encounter new species of plants and animals as a result of the Shardfall corruption; we've added 3 new animals and 3 new plants to get us started, but would love to see suggestions from our community as well!

  • Ironjaw Beetles
  • Shardclaw Lizards
  • Skyclaw Falcons
  • Glowfruit Ferns
  • Ironroot
  • Shardvine

NEW CULTS, FACTIONS, & SETTLEMENTS

Characters can join any of the following organizations and move out of the city in to any of the settlements below. I have not created NPCs specifically for these factions yet, but likely will add them here and there as the muse strikes.  Players are welcome to submit your own ideas for organizations, settlements, and/or NPCs at any time as well!  

  • The Emberborne oversee the primary Shrine dedicated to Pyronyx in Pyronmouth.
  • The Fangs of Ognos are a violent, "Valka-first" faction that seeks to force Humans into subservience, reversing the roles of Old Ognos and establishing Valka dominance.  This faction meets in the Obsidian District, with each meeting taking place in the home of a different supporter.
  • The Forgewardens are in charge of Valinor's primary Shrine in Pyronmouth.
  • The Outsiders believe that true freedom can only be found outside the oppressive structure of the city. They oversee a series of small, mostly autonomous survivalist camps from their headquarters, the Wildheart Encampment.
  • The Pure Divide is a radical political group that aims to reinstate the division between Valka and Humans (with Humans on top, of course).  Their headquarters is located in the heart of Pyronmouth, disguised as The  Gilded Chain a business hub in the Sapphire District.
  • The Risen Tides are a secluded Doomsday cult dedicated to an extreme interpretation of Linor’s will. They operate out of their hidden camp, The Drowned Sanctuary.
  • The Saltfang Brotherhood is a notorious group of pirates that dominate the coastal waters around New Ognos. Their primary hideout, Sharktooth Cove is home to a chaotic but effective society.
  • The Silk Circle is an elite, hedonistic faction focused on providing comfort, luxury, pleasure, and wish fulfillment to any who can afford it.  They own and operate a wealthy encampment called the Velvet Haven.
  • The Scorched Hand is a fanatical cult that believes the only path to true renewal and purity is through destruction by fire.  The Ashen Crucible is their extremely dangerous encampment in the Forest.
  • The Shardkin are a mad cult of mutants who have set up shop in the Mountain Ring.  Their encampment, The Cradle of Change is a dangerous, unstable place where only the very brave -- or very stupid -- would wander in to.
  • The Skysworn oversee Galeon's primary Shrine in Pyronmouth.
  • The Sons of Dominion seeks to restore strict gender roles with men as the dominant political and social forces and women relegated to supporting roles as wives, mothers, and caretakers. Their fortress stronghold, called The Hold maintains a strict, militaristic outlook.
  • The Steel Matrons are a fiercely matriarchal organization that believes women are the natural leaders of society, and that men should be subjugated to serve in all aspects of life.  They operate out of the Iron Cradle, a fortified stronghold in the Forest.
  • Tempest's Breath is a dark cult that follows an extreme interpretation of Galeon’s teachings, believing that the true essence of the God of Air lies in chaos, destruction, and the uncontrollable forces of the storm.  They reside in The Storm's Eye a hidden enclave in the Mountain Ring.
  • The Tidecallers are the primary faction in charge of Linor's primary Shrine in Pyronmouth.
  • The Unbound Forge is an unstable cult dedicated to Valinor.  They view Valinor’s chaotic genius as an invitation to push the boundaries of invention without regard for safety or consequence. They operate out of their camp in the Mountain Ring, the Shattered Forge.
  • The Unseen Veil is a secretive cult dedicated to Sorral. Operating from the shadows, the cult spreads despair, manipulates the broken dreams of others, and subtly influences the emotional landscapes of Pyronmouth.