Seven Seals
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By question

10 questions, answered from the cards

The questions a visitor asks first, each answered with the entries whose cards answer it and, where a sentence did the work, that sentence. The cards say what things are and do; which to bring is yours.

  1. What flies, and what reaches it?
  2. What can a mage call, and at what price?
  3. What breaks walls?
  4. What fights in a battle besides the army?
  5. What strikes from afar?
  6. What strikes back as hard as it is struck?
  7. What is open to every casting core?
  8. What do Human lineages field?
  9. What is kept with mana, and what with geld?
  10. What lasts, and what is spent?

What flies, and what reaches it?

The cards name what flies. A few spells answer it, and a few lift the ground-bound.

These fly 25

  1. Air maidenReverieReverie unit
    Every foreign soul wakes in the Hallow remembering another life.
    “It flies, and it is quick.”
    1000 atk · 150 hp
  2. Blood drinkerUmbraUmbra unit
    All the restless dead borrow life.
    “It flies, moves first, strikes true at range, and holy light cuts it deepest.”
    9000 atk · 4500 hp
  3. Corrupt high seraphUmbraUmbra unit
    It still has the beauty, the wings and the healing touch of a celestial like High seraph.
    “It still has the beauty, the wings and the healing touch of a celestial like High seraph.”
    12000 atk · 7500 hp
  4. Corrupt seraphUmbraUmbra unit
    Lumen mages who have faced it say it still has the beauty, the wings and the healing touch of a celestial like Seraph.
    “Lumen mages who have faced it say it still has the beauty, the wings and the healing touch of a celestial like Seraph.”
    2400 atk · 1500 hp
  5. Corrupt throne seraphUmbraUmbra unit
    It keeps the beauty, the wings and the healing touch of a celestial like Throne seraph, and it spreads fear through the ranks it faces.
    “It keeps the beauty, the wings and the healing touch of a celestial like Throne seraph, and it spreads fear through the ranks it faces.”
    600000 atk · 120000 hp
  6. Bloodkiln drakePyrePyre unit
    It cannot be dismissed, and no shortage of geld or mana sets it free.
    “It flies, bites and then breathes fire, its scales turn most blows aside, and whole armies break at the sight of it.”
    250000 atk · 120000 hp
  7. Eagle lionBloomBloom unit
    They nest on bare crags where nothing seems to grow.
    “Eagle lion is a hunting beast of the Bloom heights, affinity-born where Bloom runs strong: a hunter's body with an eagle's wings.”
    2750 atk · 3750 hp
  8. Fae moteReverieReverie unit
    They are frail, but they are fast.
    “Fae mote is one of the smallest of the dream-folk, who live where Reverie runs strong: a winged speck of light with a temper.”
    400 atk · 75 hp
  9. FirebirdBloomBloom unit
    Mana alone sustains it, and it drinks a great deal.
    “It flies above the field and bursts into flame among the enemy, and what is torn from it grows back before the battle ends.”
    200000 atk · 70000 hp
  10. Gale spiritReverieReverie unit
    The Welter can become anything, but it cannot keep a shape.
    “It flies, hurls lightning from far off and then strikes with raw power.”
    300000 atk · 60000 hp
  11. HawkPlainPlain unit
    Hiring one costs geld, a person and a little mana, and the Barracks organise the contract.
    “Hawk is a hunting bird of the Hallow, hired out to kingdoms with the bird-keeper who flies it.”
    200 atk · 50 hp
  12. High seraphLumenLumen unit
    Like every called shape, it is held in the Hallow by mana.
    “In battle it flies, and it mends the wounds of the host around it; the card shows its strength.”
    4000 atk · 5000 hp
  13. Minor fiendUmbraUmbra unit
    Unlike most of the Deep's creatures, it is not called by a spell.
    “Minor fiend is the smallest of Deopa's creatures that a kingdom commonly sees: a winged shape that belongs to the Deep that Deopa, the Deep holds within himself.”
    150 atk · 80 hp
  14. Pact fiendUmbraUmbra unit
    Do not mistake it for Deopa's guest.
    “Its wings carry it over the field, and it is still standing when a long battle ends.”
    100000 atk · 40000 hp
  15. Pixie drakeBloomBloom unit
    A kingdom recruits these little drakes through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    “It flies, and it darts out of reach.”
    300 atk · 60 hp
  16. Pod beastPlainPlain unit
    A lesser work made with Tellan, the Keeper of Tallies's method holds no Seal-shard, but operating it can release a bound creature without anyone casting a spell.
    “Pod beast is a small winged creature that guild artisans bind into a work.”
    500 atk · 1 hp
  17. SeraphLumenLumen unit
    Lumen is the affinity of order and protection, and Umbra lies across the ring from it.
    “A mage casts Summon seraph, and the celestial comes on its wings to serve the kingdom.”
    800 atk · 1000 hp
  18. Sky genieReverieReverie unit
    The Welter is raw power that can become anything and keep nothing.
    “It flies.”
    8000 atk · 7650 hp
  19. SpecterUmbraUmbra unit
    The Human lineages sing that it is the shade of someone who died with something unfinished.
    “A mage calls this one up as a flying shade with Summon specter.”
    2400 atk · 1000 hp
  20. Stone sentinelPlainPlain unit
    Made things are Plain, but the card counts this one as Umbra.
    “Stone sentinel is a made thing: winged stone, carved and set to watch.”
    400 atk · 300 hp
  21. Temptress fiendUmbraUmbra unit
    The Human lords fear it more than its strength deserves.
    “It is quick and winged, and it is still on the field when a long fight ends.”
    200 atk · 50 hp
  22. Throne seraphLumenLumen unit
    Heaven weighs every kingdom, and Weight counts armies.
    “It flies.”
    200000 atk · 80000 hp
  23. Tri beastPyrePyre unit
    Pyre cultivators like to read their affinity in it.
    “Tri beast is a winged beast of dragon-kind from the Pyre wastes, affinity-born where Pyre runs strong.”
    2500 atk · 2200 hp
  24. Wing drakePyrePyre unit
    Pyre cultivators often set them beside Bloodkiln drake, which eats a kingdom's people to sustain its body.
    “It flies in fast, drives a poisoned sting home, and rakes with its claws on the way out.”
    800 atk · 1000 hp
  25. Winged horseLumenLumen unit
    It flies over walls and lines and fights with hoof and teeth.
    “Winged horse is a beast of the places where Lumen runs strong: a horse with wings, as quick in the air as on the ground.”
    300 atk · 290 hp

These bring fliers down 4

  1. Elf swordsingerBloomBloom unit
    They are fiercest against the winged hosts of Lumen, such as Seraph.
    “They are fiercest against the winged hosts of Lumen, such as Seraph.”
    9000 atk · 6500 hp
  2. Gale stormBloomBloom spell
    Bloom cultivators say the gale is the ground calling back what has left it.
    “Everything that flies on the enemy's side is thrown back and made to wait, so it moves later in the battle than its wings would carry it.”
    20,000 mana · battle
  3. Heavy groundPyrePyre spell
    Each side brings only one battle spell, and this one must still get past the ward, the resistance of its affinity and the creature's own resistance.
    “Every flying enemy company is dragged down and must fight on foot for that battle.”
    30,000 mana · battle
  4. Summon elf swordsingerBloomBloom spell
    The blade-singers call themselves the Greenmother's pruning knife.
    “They fight hardest against the winged hosts of Lumen.”
    45,000 mana · summon

These lift what walks 3

  1. LevitationReverieReverie spell
    Every Sealborn is a foreign soul who remembers being somewhere else.
    “Before the fighting starts, one of the caster's companies, selected at random, rises from the ground and fights with the flying ability for the whole battle.”
    12,000 mana · battle
  2. Sky rugPlainPlain item
    It is the work its side brings to the fight.
    “Next to him, they sing, the rug is a poor copy: it lifts an army for an afternoon, and never lifts a soul to Heaven's Gate.”
    Consumed on use
  3. Tangle meshPlainPlain item
    It is the work its side brings to the fight.
    “The artisans say the same guilds knot the mesh and weave Sky rug, and that each was made to answer the other: one lifts an army, and the other pulls a piece of it back down.”
    Consumed on use

What can a mage call, and at what price?

Every summoning spell, by the base mana the card shows, with what answers it.

under 10,000 mana 15

  1. Raise bone soldiersUmbraUmbra spell
    Every raising answers Odrin Half-Core.
    2,500 mana, 1 turn per cast
  2. Summon umbraPlainPlain spell
    Umbra cultivators say the shades are the thinnest of the stranded dead: remnants worn so far down that the spell can give them little more than a darkness to stand in.
    Calls Umbra
    2,500 mana, 1 turn per cast
  3. Summon oak maidenBloomBloom spell
    The grove-folk say each maiden belongs to one tree, and that the great tree-wardens called by Summon tree guardian are her elders.
    3,000 mana, 1 turn per cast
  4. Summon strangling ivyBloomBloom spell
    Bloom cultivators teach it beside the story of Odrin Half-Core.
    3,000 mana, 1 turn per cast
  5. Summon grublingPyrePyre spell
    The affinity-born peoples are native life that grows where an affinity runs strong.
    Calls Grubling
    4,500 mana, 1 turn per cast
  6. Raise corpsesPlainPlain spell
    These are not the bodies the dead once had.
    5,100 mana, 1 turn per cast
  7. Beast summoningBloomBloom spell
    It is among the simpler spells, so even a mage whose core woke across the ring can learn it.
    Calls Great ape
    5,600 mana, 1 turn per cast
  8. Summon spirit mediumLumenLumen spell
    More answer as the caster's realm deepens; the card shows how many.
    6,300 mana, 1 turn per cast
  9. Summon winged horseLumenLumen spell
    Newcomers who fell through the Scar tell a story about these steeds.
    6,300 mana, 1 turn per cast
  10. Summon fae moteReverieReverie spell
    Every Sealborn is a foreign soul, and every one remembers being somewhere else.
    Calls Fae mote
    6,600 mana, 1 turn per cast
  11. Summon mind moteReverieReverie spell
    Casting it spends mana and turns.
    Calls Mind mote
    6,600 mana, 1 turn per cast
  12. Summon dwarf zealotPyrePyre spell
    Fire-folk are among the affinity-born peoples: native life where an affinity runs strong.
    6,800 mana, 1 turn per cast
  13. Summon saurianPyrePyre spell
    The affinity-born peoples are native life that grows where an affinity runs strong.
    Calls Saurian
    6,800 mana, 1 turn per cast
  14. Summon brook maidenBloomBloom spell
    Bloom's neighbours, Pyre and Lumen, can reach it, though outside Bloom it costs more, fails more easily and calls fewer.
    7,900 mana, 2 turns per cast
  15. Summon air maidenReverieReverie spell
    It is still a simple spell, yet it asks for more turns than the smallest summonings of its affinity.
    8,100 mana, 2 turns per cast

10,000 to 100,000 mana 36

  1. Raise corpse eatersPlainPlain spell
    Umbra cultivators have an explanation.
    15,600 mana, 2 turns per cast
  2. Grave uprisingUmbraUmbra spell
    Umbra cultivators explain it simply.
    20,000 mana, 1 turn per cast
  3. Summon cinder houndPyrePyre spell
    Beasts are among the affinity-born, native life that grows where an affinity runs strong.
    24,400 mana, 3 turns per cast
  4. Summon sea singerReverieReverie spell
    Casting it spends mana and turns.
    24,500 mana, 3 turns per cast
  5. Summon seraphLumenLumen spell
    Where Lumen runs strong, the Hallow has celestial peoples among its affinity-born life.
    Calls Seraph
    27,000 mana, 3 turns per cast
  6. Summon star mageLumenLumen spell
    The Hallow's affinity-born life includes astral peoples, and Lumen cultivators count these casters among them.
    Calls Star mage
    27,000 mana, 3 turns per cast
  7. Summon stone gazerReverieReverie spell
    The Welter can become anything, but it can keep nothing.
    27,000 mana, 3 turns per cast
  8. Summon fire lizardPyrePyre spell
    Beasts are among the affinity-born, native life that grows where an affinity runs strong.
    28,900 mana, 3 turns per cast
  9. Summon wing drakePyrePyre spell
    Dragons are among the affinity-born, native life that grows where an affinity runs strong.
    28,900 mana, 3 turns per cast
  10. Summon bear shifterBloomBloom spell
    The bear-folk are proud that they carry Bloom.
    29,500 mana, 2 turns per cast
  11. Summon screaming rootBloomBloom spell
    Bloom cultivators tell where the scream came from.
    29,500 mana, 2 turns per cast
  12. Summon ghost bladeLumenLumen spell
    The Sealborn who cast it do not agree on what the warriors are, but the Human lineages have a song about them.
    30,000 mana, 4 turns per cast
  13. Summon horned steedLumenLumen spell
    Lumen cultivators remember these steeds in the story of Ysme of Lumen.
    30,000 mana, 4 turns per cast
  14. Summon sky genieReverieReverie spell
    Casting it spends mana and turns.
    Calls Sky genie
    30,000 mana, 4 turns per cast
  15. Summon eagle lionBloomBloom spell
    They nest on bare crags where nothing seems to grow.
    34,600 mana, 4 turns per cast
  16. Summon tree guardianBloomBloom spell
    The treefolk hold a proud belief.
    34,600 mana, 4 turns per cast
  17. Summon frost apeReverieReverie spell
    Every Sealborn is a foreign soul who remembers being somewhere else.
    Calls Frost ape
    35,000 mana, 3 turns per cast
  18. Summon horned fiendUmbraUmbra spell
    Deopa's creatures are not all the same kind of thing.
    35,500 mana, 2 turns per cast
  19. Summon specterPlainPlain spell
    Ordinary folk tell a story about them.
    Calls Specter
    35,500 mana, 2 turns per cast
  20. Summon dwarf runecasterPyrePyre spell
    Fire-folk are among the affinity-born peoples, native life where an affinity runs strong.
    40,000 mana, 4 turns per cast
  21. Summon noble elfBloomBloom spell
    The noble lines believe they are older than the Scar, and that the Greenmother remembers her own.
    Calls Noble elf
    40,000 mana, 4 turns per cast
  22. Summon serpent queenLumenLumen spell
    Newcomers are often surprised to find serpents answering a call of light.
    40,000 mana, 5 turns per cast
  23. Summon multi serpentPyrePyre spell
    Beasts are among the affinity-born, native life that grows where an affinity runs strong.
    41,700 mana, 5 turns per cast
  24. Summon elf swordsingerBloomBloom spell
    The blade-singers call themselves the Greenmother's pruning knife.
    45,000 mana, 5 turns per cast
  25. Summon snap plantBloomBloom spell
    Farmers have their own name for them.
    45,000 mana, 5 turns per cast
  26. Summon flame geniePyrePyre spell
    Summoned things are shapes that a spell calls out of the Welter, the raw power that can become anything but keep nothing.
    46,800 mana, 4 turns per cast
  27. Summon tri beastPyrePyre spell
    Beasts are among the affinity-born, native life that grows where an affinity runs strong.
    Calls Tri beast
    46,800 mana, 4 turns per cast
  28. Summon thunder giantPyrePyre spell
    Summoned things are shapes that a spell calls out of the Welter, the raw power beyond the Covenant.
    50,000 mana, 5 turns per cast
  29. Summon high seraphLumenLumen spell
    Lumen cultivators tell the high ones' story with care.
    52,000 mana, 5 turns per cast
  30. Summon celestial judgeLumenLumen spell
    Lumen cultivators tie these judges to the Law of Equals.
    60,000 mana, 4 turns per cast
  31. Summon psi ravagerReverieReverie spell
    The price does not stop there.
    Calls Mindmaw
    65,700 mana, 6 turns per cast
  32. Summon shade elf mageUmbraUmbra spell
    Elves are among the affinity-born peoples, the native life of the Hallow that grows where an affinity runs strong.
    75,000 mana, 4 turns per cast
  33. Summon blood drinkerPlainPlain spell
    Ordinary folk say these are the dead who learned to take their borrowed life by mouth, from enemies as well as from the kingdom that keeps them.
    77,700 mana, 6 turns per cast
  34. Summon fiend riderPlainPlain spell
    The Human lineages have a song about them.
    77,700 mana, 6 turns per cast
  35. Summon bone sorcererUmbraUmbra spell
    Umbra cultivators say these are the dead who kept the most of their old shape while they waited, and that something of what they knew in life comes up with them.
    79,900 mana, 6 turns per cast
  36. Summon rampart fiendPlainPlain spell
    Umbra cultivators have a story for it.
    80,000 mana, 6 turns per cast

over 100,000 mana 10

  1. Summon storm spiritsReverieReverie spell
    The Welter can become anything, but it can keep nothing.
    280,000 mana, 9 turns per cast
  2. The Deepward StepPlainPlain spell
    Where it is enabled, it calls up celestials descended into the Deep: celestial beings who went down into Deopa's Deep at the Breaking and now count among his creatures.
    300,000 mana, 10 turns per cast
  3. Summon colossusLumenLumen spell
    Summoned things are shapes a spell calls out of the Welter, and mana keeps them standing.
    Calls Colossus
    300,000 mana, 9 turns per cast
  4. Summon crimson drakePyrePyre spell
    Dragons are among the affinity-born, native life that grows where an affinity runs strong.
    300,000 mana, 10 turns per cast
  5. Summon deep behemothReverieReverie spell
    Before anything existed there was only the Welter, raw power with no lasting shape, until seven beings found shapes that held and became the gods.
    300,000 mana, 9 turns per cast
  6. Summon firebirdBloomBloom spell
    It lies beyond the complex spells a neighbour can reach, so only a Sealborn whose core woke in Bloom can master it.
    Calls Firebird
    300,000 mana, 8 turns per cast
  7. Summon flame spiritPyrePyre spell
    Summoned things are shapes that a spell calls out of the Welter, and elementals are among them.
    300,000 mana, 8 turns per cast
  8. Summon profane reaperUmbraUmbra spell
    Umbra cultivators say the reapers are the Deep's answer to the Unmaker.
    300,000 mana, 9 turns per cast
  9. Summon rock spiritBloomBloom spell
    It lies beyond the complex spells a neighbour can reach, so only a Sealborn whose core woke in Bloom can master it.
    300,000 mana, 8 turns per cast
  10. Summon throne seraphLumenLumen spell
    A Sealborn reaches no further than the complex spells of neighbouring affinities, so this spell belongs to cores that woke in Lumen.
    300,000 mana, 9 turns per cast

What breaks walls?

Units whose cards say they fight a siege, and the few spells that lend the siege ability.

Siege units 6

  1. ColossusLumenLumen unit
    It strikes with light, then hurls lightning from afar, and it strikes again before the enemy recovers.
    “It lasts long, aims true and breaks walls.”
    200000 atk · 85000 hp
  2. SapperHumanHuman unit
    A Human lord builds works and walls, and their lineage's songs say that is where this service began.
    “The first of these soldiers, the songs tell, learned to break walls by building their own: a Human lord who knows how their walls stand knows how others' fall.”
    90 atk · 100 hp
  3. Workshop oxPlainPlain unit
    The workshop copy takes the form and leaves the shard behind.
    “It endures, it breaks walls, and it moves clumsily.”
    20000 atk · 15000 hp
  4. Siege engineLumenLumen unit
    It throws stones from far behind the line, and in a siege it breaks walls.
    “Siege engine is a throwing engine of timber, rope and iron, with a crew of the kingdom's ordinary folk to aim and wind it.”
    600 atk · 450 hp
  5. Quarry sentinelPlainPlain unit
    The guild artisans tell how it began.
    “It hits and answers blows with enormous force, endures, breaks walls and moves clumsily.”
    20000 atk · 15000 hp
  6. Thunder giantPyrePyre unit
    Lords value them most against walls.
    “Fortresses anchor a kingdom and barriers ward it, and a thunder giant is trained for siege work; what that does in battle is shown on the card.”
    16000 atk · 5800 hp

Spells and crafts 2

  1. Blink strideReverieReverie spell
    Each side brings one battle spell.
    “Before the fighting starts, one of the caster's companies, selected at random, learns to step through the dream of a wall.”
    8,000 mana · battle
  2. Human siegecraftHumanHuman spell
    The card prices it as research.
    “Human siegecraft is the war craft of a Human lineage: where to strike a wall, how to press a line and when to hold.”
    passive

What fights in a battle besides the army?

Battle spells, battle items and battle heroes, as the cards mark them.

Battle spells (49)

  1. Alluring dreamsReverieReverie spell
    Before the fighting, it calls Temptress fiend up out of the Deep to fight for the caster.
    40,000 mana · battle
  2. Arrow wardLumenLumen spell
    Lumen cultivators call it a kingdom's great ward folded small enough to fit one company.
    700 mana · battle
  3. Bark spiritBloomBloom spell
    It is among the simpler spells, so a mage of any affinity can learn it, though across the ring it costs more, fails more easily and lays a thinner skin.
    600 mana · battle
  4. BlessingLumenLumen spell
    Newcomers of that affinity say it is among the first spells they recover.
    700 mana · battle
  5. Blink strideReverieReverie spell
    Each side brings one battle spell.
    8,000 mana · battle
  6. Blood rageUmbraUmbra spell
    For the length of a battle, every company the caster fields strikes harder.
    10,000 mana · battle
  7. Brute mightPyrePyre spell
    The gain grows as the caster's realm deepens toward full mastery of the spell, and the card shows how far.
    3,000 mana · battle
  8. Burning edgePyrePyre spell
    Sealborn of Pyre call it the sister of Fire dart.
    20,000 mana · battle
  9. ConcussionPyrePyre spell
    This is a spell that belongs to its own affinity.
    14,000 mana · battle
  10. ConflagrationPyrePyre spell
    Like every battle spell, it must get past the ward, the resistance of its affinity and the creature's own resistance.
    500,000 mana · battle
  11. Corrode mailBloomBloom spell
    Bloom artisans say a made thing is only borrowed from the ground, and the ground always asks for it back.
    20,000 mana · battle
  12. Dazzling allureBloomBloom spell
    The blade-singers are scornful of it.
    3,000 mana · battle
  13. Dazzling burstLumenLumen spell
    Lumen cultivators say the flash is pure order, too clear for the eye to find a mark through.
    3,500 mana · battle
  14. Deadly starePlainPlain spell
    Umbra cultivators describe it from the inside.
    30,000 mana · battle
  15. Dread wavePlainPlain spell
    Before the fighting, the spell rolls over a single company.
    600 mana · battle
  16. Ember wardPyrePyre spell
    Sealborn of Pyre date it to the Age of the Given Word.
    250,000 mana · battle
  17. Fire dartPyrePyre spell
    They carry no affinity of their own, so fire can ride their arrows without changing what they are.
    700 mana · battle
  18. Flame orbPyrePyre spell
    Sealborn of Pyre call it Kindle grown large: the same spark, fed by a deeper core until it will not fit in a hand.
    20,000 mana · battle
  19. Forked lightningPyrePyre spell
    Each side brings only one battle spell, and this one must still get past the ward, the resistance of its affinity and the creature's own resistance.
    250,000 mana · battle
  20. Gale stormBloomBloom spell
    Bloom cultivators say the gale is the ground calling back what has left it.
    20,000 mana · battle
  21. Heartsick charmReverieReverie spell
    Each side brings one battle spell.
    8,000 mana · battle
  22. Heavy groundPyrePyre spell
    Each side brings only one battle spell, and this one must still get past the ward, the resistance of its affinity and the creature's own resistance.
    30,000 mana · battle
  23. Illusory forceReverieReverie spell
    On the ring of affinities, dreams die, so Reverie feeds Umbra.
    800 mana · battle
  24. ImmobilizeReverieReverie spell
    A mage who has cultivated the core deeply enough can tighten the hold further, and a mage of Reverie can also make a company act later.
    10,000 mana · battle
  25. Keen sightBloomBloom spell
    It does nothing for anyone but elves.
    600 mana · battle
  26. KindlePyrePyre spell
    It is a battle spell, and each side brings only one.
    1,000 mana · battle
  27. Kinetic boltPyrePyre spell
    In a shard that woke in Pyre, the spell does a little more.
    700 mana · battle
  28. LevitationReverieReverie spell
    Every Sealborn is a foreign soul who remembers being somewhere else.
    12,000 mana · battle
  29. Life drainUmbraUmbra spell
    For the length of a battle, every company the caster fields takes life from the enemies it strikes.
    20,000 mana · battle
  30. MaledictionUmbraUmbra spell
    The spell must still pass the enemy's ward, the resistance of its affinity and the creature's own resistance.
    700 mana · battle
  31. Mending touchLumenLumen spell
    A shard woken in Lumen mends a little even at its shallowest realm.
    500 mana · battle
  32. Mist bankReverieReverie spell
    A deeper realm thickens the mist.
    950 mana · battle
  33. Psychic lashReverieReverie spell
    It is still magic, so it must pass the ward, the resistance of its affinity and the creature's own resistance.
    20,000 mana · battle
  34. Quickened paceReverieReverie spell
    Each side brings one battle spell.
    3,500 mana · battle
  35. Radiant bladeLumenLumen spell
    Lumen cultivators say light is easiest to hold along an edge, and that it will not follow a thing once it leaves the hand.
    20,000 mana · battle
  36. Radiant wardLumenLumen spell
    Lumen cultivators say the spell was first pressed in the Age of Odrin.
    700 mana · battle
  37. Restore fallenLumenLumen spell
    Lumen cultivators call it the deeper form of Silver palm mending, pressed by those who wanted the light to reach further down.
    20,000 mana · battle
  38. Sacred utteranceLumenLumen spell
    Lumen cultivators say the word commands only what has no right to stand.
    10,000 mana · battle
  39. Silk snareBloomBloom spell
    It is a small spell and a low in cost one, among the simpler spells, so a mage of any affinity can learn it, though across the ring it costs more and fails more easily.
    600 mana · battle
  40. Silver palm mendingLumenLumen spell
    Lumen cultivators are careful about what this is.
    8,000 mana · battle
  41. SlumberReverieReverie spell
    Aefenna, the Lamplighter, who holds Reverie, also holds the Third Seal, which keeps back a night without ending.
    700 mana · battle
  42. Soul taintPlainPlain spell
    Before the fighting starts, the spell falls on a single enemy company.
    1,000 mana · battle
  43. Tainted wellsUmbraUmbra spell
    The spell does a second thing, and many commanders value it more.
    20,000 mana · battle
  44. ThunderboltPyrePyre spell
    In a shard that woke in Pyre, the bolt also breaks the strike of an enemy company for the battle.
    40,000 mana · battle
  45. TorporReverieReverie spell
    Cast by anyone else, it does nothing at all.
    8,000 mana · battle
  46. UnmakingPyrePyre spell
    Undon, the Unmaker, who holds this affinity, sealed on one term: no sealing lasts.
    40,000 mana · battle
  47. Unseen hostReverieReverie spell
    In any other hands it does nothing at all.
    3,000 mana · battle
  48. Wild remedyBloomBloom spell
    Its cultivators say a wound is only ground waiting to grow back over.
    2,000 mana · battle
  49. Wondrous graceLumenLumen spell
    Lumen cultivators count it the last of three spells for the fallen, after Silver palm mending and Restore fallen.
    1,000,000 mana · battle

Battle items and relics (32)

  1. Ape delicacyReverieReverie item
    It is served before battle, as the work its side brings.
    Consumed on use
  2. Arrow screenHumanHuman item
    Unrolled before the fighting, it shelters the whole army at once.
    Consumed on use
  3. Beast ringBloomBloom item
    Beasts are among the Hallow's own native life, found where an affinity runs strong.
    Consumed on use
  4. Binding chainPlainPlain item
    It is cast loose before the fighting starts.
    Consumed on use
  5. Blast barrelPyrePyre item
    It is rolled out before the fighting and set off among the enemy.
    Consumed on use
  6. Blessed vialsUmbraUmbra item
    It is thrown before the fighting starts.
    Consumed on use
  7. Courage draughtPlainPlain item
    It is shared out to the whole army before the fighting.
    Consumed on use
  8. Drowsy taperPlainPlain item
    It is lit before the fighting, upwind of the enemy.
    Consumed on use
  9. Fairy powderPlainPlain item
    Thrown over the enemy before the fighting, it settles on every company there.
    Consumed on use
  10. Fire oil jarsPyrePyre item
    The jars are smashed over the enemy before the fighting.
    Consumed on use
  11. Fireward scrollPlainPlain item
    It is read aloud before the fighting.
    Consumed on use
  12. Fog pouchPlainPlain item
    Opened before the fighting, it pours out a fog that covers the whole field.
    Consumed on use
  13. Frost statuetteBloomBloom item
    It is thrown among the enemy before the fighting and shatters.
    Consumed on use
  14. Gorgon headPlainPlain item
    It is unwrapped before the fighting and held up to the enemy.
    Consumed on use
  15. Herb bundleBloomBloom item
    It does its work during the fighting and after it.
    Consumed on use
  16. Marching drumsPlainPlain item
    The drums are beaten as the armies close.
    Consumed on use
  17. Mirage rodPlainPlain item
    Each side may bring a work of its own into battle, and this one strikes first.
    Consumed on use
  18. Odd tinPlainPlain item
    It is the work its owner brings to a battle.
    Consumed on use
  19. Pod beast seedPlainPlain item
    Brought as the work its side carries into battle, it breaks open before the armies meet.
    Consumed on use
  20. Poison phialPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  21. Salve jarPlainPlain item
    It is the work its side brings to a battle, and it does nothing until the fighting stops.
    Consumed on use
  22. Silk netPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  23. Sky rugPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  24. Sparkling draughtPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  25. Storm javelinPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  26. Tangle meshPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  27. Vanishing ashPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  28. Warding pinPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  29. Blessed bombLumenLumen relic
    A commander may bring a work of their own into each battle, and this relic fills that place.
    Consumed on use
  30. Calamity boxPyrePyre relic
    Tellan records no maker, and where the shard lay before its binding is unknown.
    Reusable when ready
  31. Grand magus staffPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Reusable when ready
  32. Lunar rodReverieReverie relic
    No maker is recorded, and where its shard lay before is unknown.
    Reusable when ready

Battle heroes (23)

  1. Bone callerUmbraUmbra hero
    Bone callers name Odrin Half-Core their first teacher, though none of them claims to have met him.
    Included in your observed upkeep; varies with level
  2. ConjurerBloomBloom hero
    A casting mage calls summoned things out of the Welter with a spell and pays mana to keep them standing.
    Included in your observed upkeep; varies with level
  3. CutthroatPyrePyre hero
    Its kind serves in Pyre, the affinity of fire, destruction and war that Undon, the Unmaker holds.
    Included in your observed upkeep; varies with level
  4. Doom riderUmbraUmbra hero
    It serves in Umbra, the affinity of death and its aftermath.
    Included in your observed upkeep; varies with level
  5. Drake riderPyrePyre hero
    Its kind serves in Pyre, the affinity of fire, destruction and war that Undon, the Unmaker holds.
    Included in your observed upkeep; varies with level
  6. Deopa's guestUmbraUmbra hero
    The Deep lies inside the god, beneath the Hallow's remade ground and outside it.
    Included in your observed upkeep; varies with level
  7. Flame callerPyrePyre hero
    It serves in Pyre, the affinity of fire, destruction and war that Undon, the Unmaker holds.
    Included in your observed upkeep; varies with level
  8. HagUmbraUmbra hero
    Umbra raises the restless dead on life borrowed from the living, and the kingdom pays in people.
    Included in your observed upkeep; varies with level
  9. HuntressBloomBloom hero
    Its kind serves in Bloom, the affinity of growth, beasts and living ground, which Virenna, the Greenmother holds.
    Included in your observed upkeep; varies with level
  10. MinstrelReverieReverie hero
    It serves in Reverie, the affinity of dream, illusion and mind that Aefenna, the Lamplighter holds.
    Included in your observed upkeep; varies with level
  11. Mirage weaverReverieReverie hero
    It serves in Reverie, the affinity of dream, illusion and mind that Aefenna, the Lamplighter holds.
    Included in your observed upkeep; varies with level
  12. Old campaignerPlainPlain hero
    Wanderers keep their memories from world to world.
    Included in your observed upkeep; varies with level
  13. Radiant championLumenLumen hero
    The champions tell the history of their kind through Wen Sarai.
    Included in your observed upkeep; varies with level
  14. RagerPyrePyre hero
    It serves in Pyre, the affinity of fire, destruction and war.
    Included in your observed upkeep; varies with level
  15. Root speakerBloomBloom hero
    It serves in Bloom, the affinity of growth, beasts and living ground.
    Included in your observed upkeep; varies with level
  16. RuneweaverBloomBloom hero
    It strikes with magic from a distance.
    Included in your observed upkeep; varies with level
  17. Shield bearerLumenLumen hero
    It fights hand to hand, and it grows stronger and harder to kill the longer it serves.
    Included in your observed upkeep; varies with level
  18. Soul harvesterUmbraUmbra hero
    It is not one of the creatures of Deopa, the Deep, but it works for them.
    Included in your observed upkeep; varies with level
  19. Storm maidenReverieReverie hero
    It serves in Reverie, the affinity of dream, illusion and mind that Aefenna, the Lamplighter holds.
    Included in your observed upkeep; varies with level
  20. Temple healerLumenLumen hero
    It strikes with holy light from a distance, and it grows stronger and harder to kill the longer it serves.
    Included in your observed upkeep; varies with level
  21. Tomb wardenUmbraUmbra hero
    Those dead are the natives' dead.
    Included in your observed upkeep; varies with level
  22. Undead stalkerLumenLumen hero
    Its quarry is the restless dead: the natives' dead, stranded at the threshold of the Deep since the Breaking.
    Included in your observed upkeep; varies with level
  23. War chiefPyrePyre hero
    It serves in Pyre, the affinity of fire, destruction and war.
    Included in your observed upkeep; varies with level

What strikes from afar?

Units whose cards say they shoot, hurl, spit or strike from a distance.

Strikes from afar 32

  1. ApparitionReverieReverie unit
    A blade passes through it as through fog, and nothing that strikes at the mind can reach it.
    “It strikes at the enemy's mind from a distance and fills them with dread.”
    100 atk · 130 hp
  2. Blood drinkerUmbraUmbra unit
    All the restless dead borrow life.
    “It flies, moves first, strikes true at range, and holy light cuts it deepest.”
    9000 atk · 4500 hp
  3. BowmanPlainPlain unit
    The bow is the first answer to a charge.
    “Bowman is one of the kingdom's own ordinary folk, drilled to stand behind the line and shoot.”
    80 atk · 80 hp
  4. ColossusLumenLumen unit
    It strikes with light, then hurls lightning from afar, and it strikes again before the enemy recovers.
    “It strikes with light, then hurls lightning from afar, and it strikes again before the enemy recovers.”
    200000 atk · 85000 hp
  5. Deep behemothReverieReverie unit
    The sea's depths it rises from are not Deopa's Deep, and it is not one of Deopa's creatures.
    “It crushes what is near, spits poison at what is far, strikes again, and lasts.”
    200000 atk · 100000 hp
  6. Elf bowmanBloomBloom unit
    A kingdom recruits elf bowmen through its Barracks, at a cost in geld, mana and people.
    “It shoots true, moves fast and is hard to hold still.”
    120 atk · 100 hp
  7. Elf mageBloomBloom unit
    A kingdom recruits elf mages through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    “In battle it stands back and strikes from afar with power, aims true, and moves quickly out of reach.”
    500 atk · 100 hp
  8. Ember giantPyrePyre unit
    A kingdom recruits ember giants through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    “In battle it stands back and hurls burning stone.”
    1100 atk · 700 hp
  9. Flame geniePyrePyre unit
    Mana sustains it, like any summoned shape.
    “It is quick, it strikes true from afar with fire and then with raw power, and soldiers who face it often find their courage failing before the first blow lands.”
    5000 atk · 3600 hp
  10. Frost spiritReverieReverie unit
    It strikes from afar with killing cold, and then strikes again.
    “It strikes from afar with killing cold, and then strikes again.”
    200000 atk · 90000 hp
  11. Gale spiritReverieReverie unit
    The Welter can become anything, but it cannot keep a shape.
    “It flies, hurls lightning from far off and then strikes with raw power.”
    300000 atk · 60000 hp
  12. Grand clericLumenLumen unit
    In battle it stands back, throws light at the enemy and mends the wounds of its own side.
    “In battle it stands back, throws light at the enemy and mends the wounds of its own side.”
    200 atk · 130 hp
  13. Grove keeperBloomBloom unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    “They tend living ground the way a farmer tends a field, and in war they strike from afar with the same power that makes their groves grow.”
    440 atk · 180 hp
  14. Hired trackerPlainPlain unit
    A tracker shoots from range, looses a second volley after the first and aims true.
    “A tracker shoots from range, looses a second volley after the first and aims true.”
    200 atk · 250 hp
  15. Mind moteReverieReverie unit
    Reverie cultivators love to say that every Sealborn carries a world that now exists only in the mind: the life they remember from before they fell.
    “It strikes at the enemy's mind from a distance, and a crowd of them can unsettle a whole line.”
    460 atk · 100 hp
  16. Noble elfBloomBloom unit
    The noble lines claim to be older than the Scar.
    “They fight from afar.”
    13000 atk · 5000 hp
  17. Oak maidenBloomBloom unit
    The grove-folk say each maiden belongs to one tree, and that the great tree-wardens who stand in the same grove, such as Tree guardian, are her elders.
    “They strike from afar and fight with beauty and charm, turning an enemy's attention where it does the enemy the least good.”
    240 atk · 70 hp
  18. Orc bowmanUmbraUmbra unit
    A kingdom recruits them through its Barracks for a little geld, a little mana and a person.
    “Still, a Umbra lord short of geld can put many of them behind the line, and at range numbers count.”
    80 atk · 100 hp
  19. Profane reaperUmbraUmbra unit
    On the field it lands an additional strike, finds its mark at range and spreads fear through the ranks.
    “On the field it lands an additional strike, finds its mark at range and spreads fear through the ranks.”
    210000 atk · 85000 hp
  20. MindmawReverieReverie unit
    It consumes minds to sustain its own thought.
    “It strikes from a distance with raw power and then tears at the enemy's mind.”
    8000 atk · 5000 hp
  21. Rock spiritBloomBloom unit
    Mana alone keeps it standing, and a great deal of it.
    “It crushes what stands near it, strikes from afar with the power that moves it, and endures blows that would fell a company of soldiers.”
    100000 atk · 100000 hp
  22. Rogue magePlainPlain unit
    That, the artisans say, is where the bolts come from.
    “A renegade looses those effects in battle, and the mana in their hire and upkeep keeps the works charged.”
    1600 atk · 100 hp
  23. Shade elf mageUmbraUmbra unit
    It does not come as a shape out of the Welter or up from the Deep.
    “Like every native, it has no Core, so what it hurls is not a spell.”
    4500 atk · 4500 hp
  24. Siege engineLumenLumen unit
    It throws stones from far behind the line, and in a siege it breaks walls.
    “It throws stones from far behind the line, and in a siege it breaks walls.”
    600 atk · 450 hp
  25. Sky genieReverieReverie unit
    The Welter is raw power that can become anything and keep nothing.
    “It strikes with raw power, then throws lightning from a distance, and its aim is true.”
    8000 atk · 7650 hp
  26. Snap plantBloomBloom unit
    Ordinary folk, who settle a kingdom's ground and grow its food, have their own name for them.
    “Those who keep their distance are no safer: it spits poison at them from afar.”
    1754 atk · 1344 hp
  27. Spirit mediumLumenLumen unit
    Ordinary folk say these listeners hear things beneath the ground.
    “In battle it stays behind the line, strikes at the enemy's mind from a distance and mends the wounds of its own side.”
    260 atk · 75 hp
  28. Star mageLumenLumen unit
    It strikes from a distance, first with raw power and then with lightning, and it moves quickly.
    “It strikes from a distance, first with raw power and then with lightning, and it moves quickly.”
    1200 atk · 750 hp
  29. Stone gazerReverieReverie unit
    Its gaze holds the living still.
    “It spits poison from a distance, fills its enemies with dread, and its scales turn blows.”
    2000 atk · 650 hp
  30. Temple guardLumenLumen unit
    It fights hand to hand behind a great shield, throws light from a distance and mends the wounds of those beside it.
    “It fights hand to hand behind a great shield, throws light from a distance and mends the wounds of those beside it.”
    400 atk · 375 hp
  31. Thunder giantPyrePyre unit
    Lords value them most against walls.
    “It stands back and breathes lightning, and it rarely misses.”
    16000 atk · 5800 hp
  32. Tide spiritReverieReverie unit
    It strikes from afar, drowning and choking what it reaches, and it lasts a long time in battle.
    “It strikes from afar, drowning and choking what it reaches, and it lasts a long time in battle.”
    400000 atk · 72000 hp

What strikes back as hard as it is struck?

Units whose counter attack is at least half their attack.

Front line 10

  1. ApparitionReverieReverie unit
    A blade passes through it as through fog, and nothing that strikes at the mind can reach it.
    “Counter attack 350 against attack 100.”
    100 atk · 130 hp
  2. Battle dogPlainPlain unit
    Hiring one costs geld, people and a little mana, and the Barracks organise the contract.
    “Counter attack 200 against attack 400.”
    400 atk · 400 hp
  3. Fiend riderUmbraUmbra unit
    The Sealborn say it rides up out of the Deep the way the dead once went down into it: fast and without pause.
    “Counter attack 6000 against attack 10000.”
    10000 atk · 8500 hp
  4. Frost apeReverieReverie unit
    It strikes with hands colder than ice, then breathes a blast of cold at its foes.
    “Counter attack 500 against attack 500.”
    500 atk · 1000 hp
  5. Workshop oxPlainPlain unit
    The workshop copy takes the form and leaves the shard behind.
    “Counter attack 20000 against attack 20000.”
    20000 atk · 15000 hp
  6. MindmawReverieReverie unit
    It consumes minds to sustain its own thought.
    “Counter attack 4000 against attack 8000.”
    8000 atk · 5000 hp
  7. SellswordPlainPlain unit
    Do not mistake one for a Wanderer.
    “Counter attack 300 against attack 600.”
    600 atk · 300 hp
  8. Quarry sentinelPlainPlain unit
    The guild artisans tell how it began.
    “Counter attack 20000 against attack 20000.”
    20000 atk · 15000 hp
  9. Warg riderUmbraUmbra unit
    A kingdom recruits them through its Barracks for geld, a little mana and people.
    “Counter attack 150 against attack 200.”
    200 atk · 550 hp
  10. ZealotPlainPlain unit
    Such folk believe they fight in Daegred, the Sunward's light.
    “Counter attack 500 against attack 500.”
    500 atk · 500 hp

What is open to every casting core?

The Plain spells, which no affinity trains against its grain.

Plain spells 16

  1. The Sunward EnclosurePlainPlain spell
    Enchantments exist in Seven Seals.
    enchantment
    enchantment
  2. Dark convocationPlainPlain spell
    Enchantments exist in Seven Seals.
    enchantment
    enchantment
  3. Deadly starePlainPlain spell
    Umbra cultivators describe it from the inside.
    battle
    30,000 mana · battle
  4. Dread wavePlainPlain spell
    Before the fighting, the spell rolls over a single company.
    battle
    600 mana · battle
  5. The Deepward StepPlainPlain spell
    Where it is enabled, it calls up celestials descended into the Deep: celestial beings who went down into Deopa's Deep at the Breaking and now count among his creatures.
    summon
    300,000 mana · summon
  6. Grave touchPlainPlain spell
    Enchantments exist in Seven Seals.
    enchantment
    enchantment
  7. Raise corpse eatersPlainPlain spell
    Umbra cultivators have an explanation.
    summon
    15,600 mana · summon
  8. Raise corpsesPlainPlain spell
    These are not the bodies the dead once had.
    summon
    5,100 mana · summon
  9. Sanguine ritePlainPlain spell
    Enchantments exist in Seven Seals.
    enchantment
    enchantment
  10. The Deep bargainPlainPlain spell
    Enchantments exist in Seven Seals.
    enchantment
    enchantment
  11. Soul taintPlainPlain spell
    Before the fighting starts, the spell falls on a single enemy company.
    battle
    1,000 mana · battle
  12. Summon blood drinkerPlainPlain spell
    Ordinary folk say these are the dead who learned to take their borrowed life by mouth, from enemies as well as from the kingdom that keeps them.
    summon
    77,700 mana · summon
  13. Summon fiend riderPlainPlain spell
    The Human lineages have a song about them.
    summon
    77,700 mana · summon
  14. Summon rampart fiendPlainPlain spell
    Umbra cultivators have a story for it.
    summon
    80,000 mana · summon
  15. Summon specterPlainPlain spell
    Ordinary folk tell a story about them.
    summon
    35,500 mana · summon
  16. Summon umbraPlainPlain spell
    Umbra cultivators say the shades are the thinnest of the stranded dead: remnants worn so far down that the spell can give them little more than a darkness to stand in.
    summon
    2,500 mana · summon

What do Human lineages field?

Humans have no core and cast nothing; these are theirs.

Human 9

  1. Man-at-ArmsHumanHuman unit
    This soldier serves the lineage's given word as well as its pay.
    225 atk · 150 hp
  2. SapperHumanHuman unit
    A Human lord builds works and walls, and their lineage's songs say that is where this service began.
    90 atk · 100 hp
  3. Field intelHumanHuman spell
    It shows one rival kingdom's army, and a kingdom's protections against scouting can turn it aside.
    2,500 mana · instant
  4. Human drillHumanHuman spell
    While it stands, the lord raises their recruits faster.
    passive
  5. Human masonryHumanHuman spell
    The card prices it as research.
    passive
  6. Human siegecraftHumanHuman spell
    The card prices it as research.
    passive
  7. Arrow screenHumanHuman item
    Unrolled before the fighting, it shelters the whole army at once.
    Consumed on use
  8. FortressHumanHuman building
    Lose every Fortress, and the kingdom is lost for the Turning.
    5000 geld, 0 mana
  9. NodeHumanHuman building
    A Sealborn's core draws mana of its own, but a Node gathers it from the ground itself, and it is not only for mages.
    1500 geld, 0 mana

What is kept with mana, and what with geld?

Ordinary upkeep per unit per spent turn, as the cards show it.

Kept with mana alone (37)

  1. Corrupt throne seraphUmbraUmbra unit
    It keeps the beauty, the wings and the healing touch of a celestial like Throne seraph, and it spreads fear through the ranks it faces.
    580 mana per turn
    600000 atk · 120000 hp
  2. Throne seraphLumenLumen unit
    Heaven weighs every kingdom, and Weight counts armies.
    145 mana per turn
    200000 atk · 80000 hp
  3. Profane reaperUmbraUmbra unit
    On the field it lands an additional strike, finds its mark at range and spreads fear through the ranks.
    125 mana per turn
    210000 atk · 85000 hp
  4. FirebirdBloomBloom unit
    Mana alone sustains it, and it drinks a great deal.
    120 mana per turn
    200000 atk · 70000 hp
  5. Flame spiritPyrePyre unit
    Mana alone keeps it burning, and a great deal of it.
    75 mana per turn
    100000 atk · 85000 hp
  6. Rock spiritBloomBloom unit
    Mana alone keeps it standing, and a great deal of it.
    72 mana per turn
    100000 atk · 100000 hp
  7. Frost spiritReverieReverie unit
    It strikes from afar with killing cold, and then strikes again.
    70 mana per turn
    200000 atk · 90000 hp
  8. Gale spiritReverieReverie unit
    The Welter can become anything, but it cannot keep a shape.
    68 mana per turn
    300000 atk · 60000 hp
  9. Tide spiritReverieReverie unit
    It strikes from afar, drowning and choking what it reaches, and it lasts a long time in battle.
    60 mana per turn
    400000 atk · 72000 hp
  10. Corrupt high seraphUmbraUmbra unit
    It still has the beauty, the wings and the healing touch of a celestial like High seraph.
    10 mana per turn
    12000 atk · 7500 hp
  11. Workshop oxPlainPlain unit
    The workshop copy takes the form and leaves the shard behind.
    10 mana per turn
    20000 atk · 15000 hp
  12. Quarry sentinelPlainPlain unit
    The guild artisans tell how it began.
    10 mana per turn
    20000 atk · 15000 hp
  13. Bone sorcererUmbraUmbra unit
    It looks like a scholar and strikes like a caster, but the natives lived without cores, and no native dead ever held one.
    5 mana per turn
    5500 atk · 7500 hp
  14. Sky genieReverieReverie unit
    The Welter is raw power that can become anything and keep nothing.
    5 mana per turn
    8000 atk · 7650 hp
  15. Rampart fiendUmbraUmbra unit
    The Sealborn who have fought beside it call it a wall that walks.
    4.75 mana per turn
    13600 atk · 10750 hp
  16. Fiend riderUmbraUmbra unit
    The Sealborn say it rides up out of the Deep the way the dead once went down into it: fast and without pause.
    4.5 mana per turn
    10000 atk · 8500 hp
  17. Blood drinkerUmbraUmbra unit
    All the restless dead borrow life.
    2.5 mana per turn
    9000 atk · 4500 hp
  18. High seraphLumenLumen unit
    Like every called shape, it is held in the Hallow by mana.
    2.5 mana per turn
    4000 atk · 5000 hp
  19. MindmawReverieReverie unit
    It consumes minds to sustain its own thought.
    2.5 mana per turn
    8000 atk · 5000 hp
  20. Corrupt seraphUmbraUmbra unit
    Lumen mages who have faced it say it still has the beauty, the wings and the healing touch of a celestial like Seraph.
    2 mana per turn
    2400 atk · 1500 hp
  21. Tree guardianBloomBloom unit
    The treefolk hold a proud belief.
    1.26 mana per turn
    4200 atk · 4200 hp
  22. Temptress fiendUmbraUmbra unit
    The Human lords fear it more than its strength deserves.
    0.5 mana per turn
    200 atk · 50 hp
  23. SeraphLumenLumen unit
    Lumen is the affinity of order and protection, and Umbra lies across the ring from it.
    0.45 mana per turn
    800 atk · 1000 hp
  24. Star mageLumenLumen unit
    It strikes from a distance, first with raw power and then with lightning, and it moves quickly.
    0.4 mana per turn
    1200 atk · 750 hp
  25. Stone gazerReverieReverie unit
    Its gaze holds the living still.
    0.38 mana per turn
    2000 atk · 650 hp
  26. Sea singerReverieReverie unit
    Every foreign soul wakes in the Hallow remembering another life.
    0.3 mana per turn
    3400 atk · 600 hp
  27. SpecterUmbraUmbra unit
    The Human lineages sing that it is the shade of someone who died with something unfinished.
    0.3 mana per turn
    2400 atk · 1000 hp
  28. Horned fiendUmbraUmbra unit
    The Sealborn count it among the Deep's smaller bargains, less costly in people than the great shapes.
    0.25 mana per turn
    2750 atk · 950 hp
  29. Brook maidenBloomBloom unit
    A Sealborn calls her with Summon brook maiden.
    0.15 mana per turn
    940 atk · 150 hp
  30. Air maidenReverieReverie unit
    Every foreign soul wakes in the Hallow remembering another life.
    0.12 mana per turn
    1000 atk · 150 hp
  31. Corpse eaterUmbraUmbra unit
    The Sealborn say hunger is what binds it so deeply.
    0.1 mana per turn
    500 atk · 400 hp
  32. UmbraUmbraUmbra unit
    Its bond is shallow, and its master can release its borrowed life and dismiss it.
    0.1 mana per turn
    600 atk · 250 hp
  33. Fae moteReverieReverie unit
    They are frail, but they are fast.
    0.07 mana per turn
    400 atk · 75 hp
  34. Mind moteReverieReverie unit
    Reverie cultivators love to say that every Sealborn carries a world that now exists only in the mind: the life they remember from before they fell.
    0.06 mana per turn
    460 atk · 100 hp
  35. ApparitionReverieReverie unit
    A blade passes through it as through fog, and nothing that strikes at the mind can reach it.
    0.03 mana per turn
    100 atk · 130 hp
  36. Risen corpseUmbraUmbra unit
    In the Age of Odrin, Odrin Half-Core laid his affinity over such ground.
    0.02 mana per turn
    210 atk · 170 hp
  37. Bone soldierUmbraUmbra unit
    It keeps no corpse across Turnings.
    0.01 mana per turn
    100 atk · 70 hp

Kept with geld (72)

  1. Bloodkiln drakePyrePyre unit
    It cannot be dismissed, and no shortage of geld or mana sets it free.
    16000 geld per turn
    250000 atk · 120000 hp
  2. ColossusLumenLumen unit
    It strikes with light, then hurls lightning from afar, and it strikes again before the enemy recovers.
    8000 geld per turn
    200000 atk · 85000 hp
  3. Deep behemothReverieReverie unit
    The sea's depths it rises from are not Deopa's Deep, and it is not one of Deopa's creatures.
    6400 geld per turn
    200000 atk · 100000 hp
  4. Serpent queenLumenLumen unit
    She strikes with her coils and with lightning, and she aims true.
    215 geld per turn
    13000 atk · 10500 hp
  5. Celestial judgeLumenLumen unit
    It strikes first with raw power and then closes with a blade.
    200 geld per turn
    13500 atk · 9000 hp
  6. Thunder giantPyrePyre unit
    Lords value them most against walls.
    130 geld per turn
    16000 atk · 5800 hp
  7. Flame geniePyrePyre unit
    Mana sustains it, like any summoned shape.
    80 geld per turn
    5000 atk · 3600 hp
  8. War elephantPlainPlain unit
    Hiring one is costly: a great deal of geld, a little mana and several people.
    80 geld per turn
    1000 atk · 1000 hp
  9. Dwarf runecasterPyrePyre unit
    Pyre is the affinity of destruction, and cultivators sometimes ask why its rune-cutters heal.
    75 geld per turn
    5000 atk · 4500 hp
  10. Ghost bladeLumenLumen unit
    It fights with a blade that carries light.
    52 geld per turn
    2900 atk · 2600 hp
  11. Eagle lionBloomBloom unit
    They nest on bare crags where nothing seems to grow.
    48 geld per turn
    2750 atk · 3750 hp
  12. Horned steedLumenLumen unit
    It strikes first with raw power from its horn, then with its hooves, and it is fast.
    48 geld per turn
    4000 atk · 2500 hp
  13. Elf swordsingerBloomBloom unit
    They are fiercest against the winged hosts of Lumen, such as Seraph.
    45 geld per turn
    9000 atk · 6500 hp
  14. Shade elf mageUmbraUmbra unit
    It does not come as a shape out of the Welter or up from the Deep.
    45 geld per turn
    4500 atk · 4500 hp
  15. Tri beastPyrePyre unit
    Pyre cultivators like to read their affinity in it.
    40 geld per turn
    2500 atk · 2200 hp
  16. Noble elfBloomBloom unit
    The noble lines claim to be older than the Scar.
    38 geld per turn
    13000 atk · 5000 hp
  17. Multi serpentPyrePyre unit
    It has one strange weakness for a Pyre beast: fire hurts it more than anything else.
    32 geld per turn
    3000 atk · 3000 hp
  18. Siege engineLumenLumen unit
    It throws stones from far behind the line, and in a siege it breaks walls.
    28 geld per turn
    600 atk · 450 hp
  19. Bear shifterBloomBloom unit
    They are often mistaken for their wilder cousins, Wolf shifter.
    20.8 geld per turn
    2300 atk · 1000 hp
  20. Wolf shifterPlainPlain unit
    In battle it fights hand to hand with a first blow and a follow-up blow, and presses in with a further strike besides.
    20.8 geld per turn
    2300 atk · 1000 hp
  21. Battle dogPlainPlain unit
    Hiring one costs geld, people and a little mana, and the Barracks organise the contract.
    16 geld per turn
    400 atk · 400 hp
  22. SellswordPlainPlain unit
    Do not mistake one for a Wanderer.
    16 geld per turn
    600 atk · 300 hp
  23. Fire lizardPyrePyre unit
    Mana sustains it, and its card sets a keep in geld as well.
    14 geld per turn
    3000 atk · 1000 hp
  24. Ember giantPyrePyre unit
    A kingdom recruits ember giants through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    12 geld per turn
    1100 atk · 700 hp
  25. Poison maidenPlainPlain unit
    The poisoners say their venom is a craft, not a spell.
    12 geld per turn
    500 atk · 200 hp
  26. Poison maiden twinPlainPlain unit
    Upkeep is paid mostly in geld, with a small mana cost to keep the venom potent.
    12 geld per turn
    500 atk · 200 hp
  27. Rogue magePlainPlain unit
    That, the artisans say, is where the bolts come from.
    12 geld per turn
    1600 atk · 100 hp
  28. Cinder houndPyrePyre unit
    Mana sustains it, and its card sets a keep in geld as well.
    10 geld per turn
    1000 atk · 700 hp
  29. Frost apeReverieReverie unit
    It strikes with hands colder than ice, then breathes a blast of cold at its foes.
    10 geld per turn
    500 atk · 1000 hp
  30. Elf mageBloomBloom unit
    A kingdom recruits elf mages through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    8 geld per turn
    500 atk · 100 hp
  31. HawkPlainPlain unit
    Hiring one costs geld, a person and a little mana, and the Barracks organise the contract.
    8 geld per turn
    200 atk · 50 hp
  32. Shadow noviceUmbraUmbra unit
    No native has a Seal-shard, and only a shard can cast a spell.
    8 geld per turn
    700 atk · 100 hp
  33. Temple guardLumenLumen unit
    It fights hand to hand behind a great shield, throws light from a distance and mends the wounds of those beside it.
    8 geld per turn
    400 atk · 375 hp
  34. Wing drakePyrePyre unit
    Pyre cultivators often set them beside Bloodkiln drake, which eats a kingdom's people to sustain its body.
    8 geld per turn
    800 atk · 1000 hp
  35. Brute giantPyrePyre unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    6.4 geld per turn
    400 atk · 300 hp
  36. Holy championLumenLumen unit
    It fights hand to hand, with a blade that carries light and a great shield.
    6.4 geld per turn
    360 atk · 240 hp
  37. Hired trackerPlainPlain unit
    A tracker shoots from range, looses a second volley after the first and aims true.
    5.6 geld per turn
    200 atk · 250 hp
  38. Pixie drakeBloomBloom unit
    A kingdom recruits these little drakes through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    5.6 geld per turn
    300 atk · 60 hp
  39. Warg riderUmbraUmbra unit
    A kingdom recruits them through its Barracks for geld, a little mana and people.
    5 geld per turn
    200 atk · 550 hp
  40. Grand clericLumenLumen unit
    In battle it stands back, throws light at the enemy and mends the wounds of its own side.
    4.8 geld per turn
    200 atk · 130 hp
  41. Tunnel bruteUmbraUmbra unit
    The Sealborn say its people dig toward the places where the Deep's threshold presses close to the ground, and that the dark there knits their wounds.
    4.8 geld per turn
    400 atk · 400 hp
  42. EvangelistLumenLumen unit
    Ordinary folk take it for what it seems: a wandering speaker who goes from village to village, preaching that a word once given must be kept.
    4 geld per turn
    10 atk · 133 hp
  43. Stone sentinelPlainPlain unit
    Made things are Plain, but the card counts this one as Umbra.
    3.2 geld per turn
    400 atk · 300 hp
  44. Winged horseLumenLumen unit
    It flies over walls and lines and fights with hoof and teeth.
    3.2 geld per turn
    300 atk · 290 hp
  45. ArmigerLumenLumen unit
    It fights hand to hand and holds where lighter soldiers break.
    2.8 geld per turn
    250 atk · 200 hp
  46. Great apeBloomBloom unit
    They are one reason Bloom lords train Greenmother's Call, the art of beasts that Virenna, the Greenmother teaches.
    2.7 geld per turn
    240 atk · 450 hp
  47. Dwarf guardPyrePyre unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    2.4 geld per turn
    300 atk · 220 hp
  48. Minor fiendUmbraUmbra unit
    Unlike most of the Deep's creatures, it is not called by a spell.
    2.4 geld per turn
    150 atk · 80 hp
  49. Snap plantBloomBloom unit
    Ordinary folk, who settle a kingdom's ground and grow its food, have their own name for them.
    2.4 geld per turn
    1754 atk · 1344 hp
  50. Holy warriorLumenLumen unit
    They fight hand to hand, shoulder to shoulder behind their shields.
    2 geld per turn
    160 atk · 130 hp
  51. Strangling ivyBloomBloom unit
    The ivy lashes at whatever stands within its reach and drinks the life of what it strikes, and in battle it grows back from what the blades cut away.
    2 geld per turn
    336 atk · 336 hp
  52. Man-at-ArmsHumanHuman unit
    This soldier serves the lineage's given word as well as its pay.
    1.8 geld per turn
    225 atk · 150 hp
  53. Dwarf axemanPyrePyre unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    1.6 geld per turn
    200 atk · 160 hp
  54. Dwarf zealotPyrePyre unit
    They take their creed from Undon, the Unmaker, who agreed to seal the Hallow on one term only: no sealing lasts.
    1.6 geld per turn
    275 atk · 250 hp
  55. Swan maidenBloomBloom unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    1.6 geld per turn
    220 atk · 255 hp
  56. RiderPlainPlain unit
    Riders strike hand to hand, but they arrive first.
    1.44 geld per turn
    180 atk · 120 hp
  57. SaurianPyrePyre unit
    Sealborn who command them say the lizard-folk keep time strangely.
    1.2 geld per turn
    300 atk · 250 hp
  58. Elf bowmanBloomBloom unit
    A kingdom recruits elf bowmen through its Barracks, at a cost in geld, mana and people.
    1.04 geld per turn
    120 atk · 100 hp
  59. GrublingPyrePyre unit
    The Flint lineage keeps a song about them.
    1 geld per turn
    125 atk · 150 hp
  60. SapperHumanHuman unit
    A Human lord builds works and walls, and their lineage's songs say that is where this service began.
    1 geld per turn
    90 atk · 100 hp
  61. Spirit mediumLumenLumen unit
    Ordinary folk say these listeners hear things beneath the ground.
    0.92 geld per turn
    260 atk · 75 hp
  62. Famished serfPlainPlain unit
    They fight weakly and clumsily, and the card shows how little they add.
    0.8 geld per turn
    50 atk · 20 hp
  63. Grove keeperBloomBloom unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    0.8 geld per turn
    440 atk · 180 hp
  64. Oak maidenBloomBloom unit
    The grove-folk say each maiden belongs to one tree, and that the great tree-wardens who stand in the same grove, such as Tree guardian, are her elders.
    0.8 geld per turn
    240 atk · 70 hp
  65. Shield wallPlainPlain unit
    A Sealborn's wards consume mana, and when mana runs short they drop.
    0.8 geld per turn
    90 atk · 100 hp
  66. SpearmanPlainPlain unit
    What the spear does in battle is shown on the card.
    0.72 geld per turn
    100 atk · 90 hp
  67. BowmanPlainPlain unit
    The bow is the first answer to a charge.
    0.64 geld per turn
    80 atk · 80 hp
  68. Cave dwellerPyrePyre unit
    A kingdom recruits them through its Barracks, at a cost in geld, mana and people, and keeps them on geld and mana.
    0.6 geld per turn
    200 atk · 160 hp
  69. Screaming rootBloomBloom unit
    Bloom cultivators tell a story about the scream.
    0.42 geld per turn
    1680 atk · 1344 hp
  70. MilitiaPlainPlain unit
    Every kingdom begins its Turning with a few of them already standing.
    0.32 geld per turn
    80 atk · 80 hp
  71. Orc bowmanUmbraUmbra unit
    A kingdom recruits them through its Barracks for a little geld, a little mana and a person.
    0.16 geld per turn
    80 atk · 100 hp
  72. Orc marauderUmbraUmbra unit
    A kingdom recruits them through its Barracks for a little geld, a little mana and a person.
    0.16 geld per turn
    100 atk · 110 hp

What lasts, and what is spent?

Relics stay; most lesser works are spent in the battle where they are worn.

Permanent 44

  1. Azure frostReverieReverie relic
    No one knows who made it.
    Permanent
  2. Bone bandUmbraUmbra relic
    Tellan records no maker, and the shard's first home is unknown.
    Permanent
  3. Bottomless pursePlainPlain relic
    No maker is recorded, and no one knows where its shard lay before.
    Permanent
  4. Clockwork devicePyrePyre relic
    No maker is recorded, and no one knows where the shard lay before.
    Permanent
  5. Crimson daggerUmbraUmbra relic
    Tellan names no maker, and the shard's first home is unknown.
    Permanent
  6. Crone mirrorReverieReverie relic
    No maker is recorded, and where the shard lay before is unknown.
    Permanent
  7. Drake cleaverPyrePyre relic
    Tellan records no maker, and where the shard lay before its binding is unknown.
    Permanent
  8. Entropy charmLumenLumen relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  9. Final bulwarkLumenLumen relic
    Tellan names no maker, and where its shard lay before is unknown.
    Permanent
  10. Firebird amuletPyrePyre relic
    A kingdom with no fortress is lost for the Turning.
    Permanent
  11. Fortune tokenPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  12. Gilded diademLumenLumen relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  13. Gleaming wingsLumenLumen relic
    Whatever their origin, they still remember flight.
    Permanent
  14. Global truceLumenLumen relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  15. Grand strategy codexPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  16. Guardian charmPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  17. Infernal flamePyrePyre relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  18. Greenmother's OxBloomBloom relic
    The Ox still works the same way.
    Permanent
  19. Killers mantleUmbraUmbra relic
    Tellan names no maker, and where its shard lay before is unknown.
    Permanent
  20. Legend bladeLumenLumen relic
    No maker is recorded, and where its shard lay before is unknown.
    Permanent
  21. Mage regaliaPlainPlain relic
    No maker is recorded, and where the shard lay before is unknown.
    Permanent
  22. Mindreader helmReverieReverie relic
    It shows only in what follows.
    Permanent
  23. Old kings amuletPlainPlain relic
    While it is held, the heroes in its holder's service learn more from every battle.
    Permanent
  24. Onyx ankhUmbraUmbra relic
    On the ring of affinities, Umbra and Lumen lie across from each other and repel.
    Permanent
  25. Quartz elder staffPlainPlain relic
    This relic's hunger is plain to see.
    Permanent
  26. Sacred cup bright goldBloomBloom relic
    After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Bloom.
    Permanent
  27. Sacred cup copperLumenLumen relic
    After each battle, the cup restores some of its holder's fallen companies, but only if the holder's core woke in Lumen.
    Permanent
  28. Sacred cup silverReverieReverie relic
    After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Reverie.
    Permanent
  29. Sacred cup skullUmbraUmbra relic
    After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Umbra.
    Permanent
  30. Sacred cup stained goldPyrePyre relic
    After each battle, the cup restores some of its holder's fallen companies, if the holder's core woke in Pyre.
    Permanent
  31. Sacrificial altarUmbraUmbra relic
    Its bargain is written openly in the accounts.
    Permanent
  32. Saints tressLumenLumen relic
    Heaven counts the tress in its holder's Weight, so the Law of Equals sets that kingdom among heavier rivals, and a conqueror can carry it off as spoils.
    Permanent
  33. Scarlet standardPyrePyre relic
    Heaven counts the standard in its holder's Weight, so the Law of Equals sets that kingdom among heavier rivals, and a conqueror can carry it off as spoils.
    Permanent
  34. Shepherd pipesBloomBloom relic
    The pipes do not make their holder's army stronger.
    Permanent
  35. Shrouding mantleReverieReverie relic
    While it is held, every attempt to spy out what lies in its holder's kingdom is turned aside.
    Permanent
  36. Sinful idolUmbraUmbra relic
    While it is held, its holder's kingdom resists spells of every affinity more strongly.
    Permanent
  37. Smoldering resinPyrePyre relic
    While it burns in its holder's kingdom, the holder's spells cost less mana, dispelling costs less, and casting fails less often.
    Permanent
  38. Sovereign rodLumenLumen relic
    It gives order to two things at once.
    Permanent
  39. Spirit devourerUmbraUmbra relic
    It favours Deopa's creatures, the shapes that belong to the Deep.
    Permanent
  40. Storm swordPyrePyre relic
    The sword belongs to the storm.
    Permanent
  41. Thunder maulPyrePyre relic
    The maul strikes the ground, and everything standing on it feels the blow.
    Permanent
  42. Truth lensesLumenLumen relic
    On the ring of affinities, Lumen feeds Reverie: order dreams.
    Permanent
  43. Violet ringReverieReverie relic
    While it is worn, its holder's spells cost less mana and fail less often, whatever their affinity.
    Permanent
  44. Weeping crystalPlainPlain relic
    It does not depend on how many Nodes the kingdom has raised.
    Permanent

Reusable when ready 7

  1. Calamity boxPyrePyre relic
    Tellan records no maker, and where the shard lay before its binding is unknown.
    Reusable when ready
  2. Fate cardsReverieReverie relic
    That is its hunger: a gamble, and the deck takes as readily as it gives.
    Reusable when ready
  3. Genie ringPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Reusable when ready
  4. Grand magus staffPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Reusable when ready
  5. Lunar rodReverieReverie relic
    No maker is recorded, and where its shard lay before is unknown.
    Reusable when ready
  6. Nullifying gauntletPlainPlain relic
    The Fourth Seal lets power hold the form of a spell.
    Reusable when ready
  7. Scrying bowlReverieReverie relic
    Turned on another kingdom, the bowl shows everything that matters there: its army, its geld and mana, its people, its buildings and the enchantments standing over it.
    Reusable when ready

Consumed on use 63

  1. Ape delicacyReverieReverie item
    It is served before battle, as the work its side brings.
    Consumed on use
  2. Arrow screenHumanHuman item
    Unrolled before the fighting, it shelters the whole army at once.
    Consumed on use
  3. Beast ringBloomBloom item
    Beasts are among the Hallow's own native life, found where an affinity runs strong.
    Consumed on use
  4. Binding chainPlainPlain item
    It is cast loose before the fighting starts.
    Consumed on use
  5. Blast barrelPyrePyre item
    It is rolled out before the fighting and set off among the enemy.
    Consumed on use
  6. Blessed vialsUmbraUmbra item
    It is thrown before the fighting starts.
    Consumed on use
  7. Burial casketPlainPlain item
    What lies inside is one of the restless dead, the natives' dead stranded at the threshold of Deopa, the Deep's Deep since the Breaking.
    Consumed on use
  8. Construct manualPlainPlain item
    Reading it stands up a company of Workshop ox in the holder's kingdom.
    Consumed on use
  9. Courage draughtPlainPlain item
    It is shared out to the whole army before the fighting.
    Consumed on use
  10. Drowsy taperPlainPlain item
    It is lit before the fighting, upwind of the enemy.
    Consumed on use
  11. Fairy powderPlainPlain item
    Thrown over the enemy before the fighting, it settles on every company there.
    Consumed on use
  12. Fire oil jarsPyrePyre item
    The jars are smashed over the enemy before the fighting.
    Consumed on use
  13. Fireward scrollPlainPlain item
    It is read aloud before the fighting.
    Consumed on use
  14. Fog pouchPlainPlain item
    Opened before the fighting, it pours out a fog that covers the whole field.
    Consumed on use
  15. Frost statuetteBloomBloom item
    It is thrown among the enemy before the fighting and shatters.
    Consumed on use
  16. Gorgon headPlainPlain item
    It is unwrapped before the fighting and held up to the enemy.
    Consumed on use
  17. Grail chartPlainPlain item
    The chart claims to lead to the five sacred cups, the relic Sacred cup stained gold among them.
    Consumed on use
  18. Gutter flutePlainPlain item
    It is not a weapon for the battlefield.
    Consumed on use
  19. Herb bundleBloomBloom item
    It does its work during the fighting and after it.
    Consumed on use
  20. Hex poppetPlainPlain item
    It is used against another kingdom, not on a battlefield.
    Consumed on use
  21. Loot cofferPlainPlain item
    The stationers, who sell lesser works at posted prices, sell coffers sealed and never say what is in them.
    Consumed on use
  22. Mana shardPlainPlain item
    Breaking it pours mana into its holder's own kingdom.
    Consumed on use
  23. Mana whirlPlainPlain item
    It is loosed on another kingdom, not on a battlefield.
    Consumed on use
  24. Marching drumsPlainPlain item
    The drums are beaten as the armies close.
    Consumed on use
  25. Mirage rodPlainPlain item
    Each side may bring a work of its own into battle, and this one strikes first.
    Consumed on use
  26. Novice primerPlainPlain item
    Open it in your own kingdom and it releases what is bound inside: a company of Toad or a company of Chipmunk, whichever chance decides.
    Consumed on use
  27. Odd tinPlainPlain item
    It is the work its owner brings to a battle.
    Consumed on use
  28. Orchard fruitPlainPlain item
    Set it out in your own kingdom and a troop of Great ape arrives.
    Consumed on use
  29. Pod beast seedPlainPlain item
    Brought as the work its side carries into battle, it breaks open before the armies meet.
    Consumed on use
  30. Poison phialPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  31. Rogue lettersPlainPlain item
    Some lesser works attempt a theft, and this is one of them.
    Consumed on use
  32. Royal ultimatumPlainPlain item
    Some lesser works gamble, and this one gambles on what it takes.
    Consumed on use
  33. Salve jarPlainPlain item
    It is the work its side brings to a battle, and it does nothing until the fighting stops.
    Consumed on use
  34. Seeing spherePlainPlain item
    Turn it on a rival and it shows two things: the rival's army and the geld in its stores.
    Consumed on use
  35. Seer almanacPlainPlain item
    Read it in your own kingdom and new folk arrive to settle there, all at once.
    Consumed on use
  36. Silk netPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  37. Sky rugPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  38. Small reprievePlainPlain item
    Read it in your own kingdom and the newest hostile enchantment laid on that kingdom lifts.
    Consumed on use
  39. Sparkling draughtPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  40. Spoiled rationsPlainPlain item
    Sent to a rival, the rations are eaten, and they kill.
    Consumed on use
  41. Storm javelinPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  42. Tangle meshPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  43. Triple lash winePlainPlain item
    Pour it in your own kingdom and the households grow.
    Consumed on use
  44. Vanishing ashPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  45. Warding pinPlainPlain item
    It is the work its side brings to the fight.
    Consumed on use
  46. WayfinderPlainPlain item
    Beyond every kingdom's settled centre lies the Mist, ground the Covenant has not yet fixed.
    Consumed on use
  47. Wisdom stonePlainPlain item
    Spend it in your own kingdom and geld fills the treasury at once.
    Consumed on use
  48. Blessed bombLumenLumen relic
    A commander may bring a work of their own into each battle, and this relic fills that place.
    Consumed on use
  49. Clarity scrollReverieReverie relic
    Its maker is not recorded, and the shard's first home is unknown.
    Consumed on use
  50. Doom devicePyrePyre relic
    Tellan names no maker, and where its shard lay before is unknown.
    Consumed on use
  51. Elder codexPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Consumed on use
  52. Enchanted looking glassReverieReverie relic
    Tellan names no maker, and the shard's first home is unknown.
    Consumed on use
  53. Genie flaskPyrePyre relic
    Whatever lives in it, it keeps one bargain.
    Consumed on use
  54. Hourglass eggPlainPlain relic
    No maker is recorded, and where its shard lay before is unknown.
    Consumed on use
  55. Infatuation draughtPlainPlain relic
    Tellan names no maker, and where its shard lay before is unknown.
    Consumed on use
  56. Salt sea scrollLumenLumen relic
    Written in it is The Sunward Enclosure, one of the five oldest spells, older than the Scar.
    Consumed on use
  57. Scorching stonePyrePyre relic
    It is thrown once, at another kingdom, and it burns that kingdom's Nodes.
    Consumed on use
  58. Shadow vellumUmbraUmbra relic
    Written on it is The Deepward Step, one of the five oldest spells, older than the Scar.
    Consumed on use
  59. Shelter orbLumenLumen relic
    Some protective relics depend on the Covenant's shelter and stop working on the last day, after the final Seal opens.
    Consumed on use
  60. Stone lore bookPyrePyre relic
    Cut into those leaves is The Ash Furrow, one of the five oldest spells, older than the Scar.
    Consumed on use
  61. Thrall rougeReverieReverie relic
    It is used once, against another kingdom, and it takes a hero from that kingdom's service into its holder's.
    Consumed on use
  62. Trial rodPlainPlain relic
    It is laid once on a hero in the holder's service.
    Consumed on use
  63. Unweaving scrollBloomBloom relic
    Written in it is Greenmother's Unbinding, one of the five oldest spells, older than the Scar.
    Consumed on use