Lumoria Get alpha access
Systems

How the game plays

Two rules sit under everything, and six core systems. Open any of them for the full design; what is playable today is on the Progress page.

The two rules

What holds under everything else

You will never be sent to kill ten wolves

Every trial asks you for one specific thing instead. Stand a full night’s watch. Carry a give it away, let it go, be the door, don’t ask twice. At least one per order has no damage requirement at all.

You keep every skill you ever learn

Promotion only ever adds. A job is one step up your god’s class tree, and each job keeps forward only: you can never de-promote to farm somewhere soft. Downtime is not a difficulty setting: recovery lives inside the fight, not between fights.

The six systems

Open any one for the full design

Lanternwake

Instanced dungeons

Instanced means your party gets its own private copy of the dungeon: no queue for the boss, nobody stealing your kill. Seven dungeons sit under the seven order halls, and the floors below them keep going down.

Open

Your own private copy of every room

Every hall dungeon and every floor of the Descent is yours alone while you are inside it. Nobody else can queue for your boss, drag extra monsters onto you, or race you for a kill.

1–4, and it means it

Party size is 1 to 4 everywhere. Solo is a supported way to play the whole ladder, not a hard mode you are tolerated in.

The order's own door

A hall dungeon is entered from that order's hall. You walk in through the place that trained you, which is the point.

Difficulty is a different trial, not a bigger number

The four master trials of an order are four different problems. None of them is the same fight with more health.

The seven hallsEvery order keeps a door, and the door goes down. Seven trials each, all the way to mastery.
HallLv 10Lv 40Lv 70At the bottom
the Gatehouse
the Wallsworn
The Long WatchThe Sally · The GapThe Faultline · The Standard at Ashford · The Yearly Standing · The Immovable HourGrannock, the Gate That Fell
The only gate Aegemar ever lost, still trying to close.
the Leaning Spire
the Starspire
The Book That Does Not ExistThe One-Night Reading · The Unfinished SentenceOne Word · The Falling Night · The Margin · The SentenceThe Misread Word
Something the world wrote down wrong and then obeyed.
the Hunt Lodge
the Wildhunt
Follow the Blind HawkThe Long Quarry · The Verse Nobody OwnsOne Arrow · The Blind Hawk's Heir · The Overgrowth Fair · The WildstepBramblecrown
A crown of thorns wearing the wood that grew it.
the Chapel of the Dawnhearth
the Dawnflame
The Candle Through the StormThe Long Night Ward · The DoorwayThe Sunrise · The Vigil · The Brand · The Edge of DawnAurent, the Unended Morning
Dawn with nothing after it. Nothing you heal stays healed.
the Hushdoor
the Moonveil
Find the HallThe Unheard Room · The LedgerThe Hush · The Kind Cup · The Jest at the Quiet Feast · What She KeepsThe Long Kindness
It is only trying to let you rest. It will not take no.
the Emberhold
the Emberforge
Your Own TokenThe Commission · The Field RepairThe Masterwork · The Elixir · The Furnace Door · The EngineThe Masterwork
Ignivar's finest piece, and it has opinions about being finished.
the Kennel-Lodge
the Packsworn
Earn One Wild Thing's TrustThe Second Name · The Body BetweenThe Moot · Den Ward · The Long Merge · Two Bodies, One HuntOathfang
A bond whose other half never came back.
The Descentthe endless dungeon below the rest

Every dungeon in Lumoria is built around one sad story. Seven of them finish the seven order questlines. Below those, the Descent keeps going down with no bottom.

TierWhat it isWhat that means
1Feral godspawnOverworld fauna budded from the gods' overflowing moods: wall-runts, ink-moths, bramble-hares, pack-pups. Not enemies. At worst overgrown.
2Court-touchedWhere a vault-mouth leaks, the nearby world tarnishes. Gilt gone wrong on a bright creature, never a dusk grade.
3The MintedCoins that learned to walk: light that was loved wrongly, struck into cold imitations of life. This is what a dungeon is made of.
4Vault VanguardsWhat stands at a door that was closed on purpose, and has had a very long time to think about it.
5Knights of the Sunless CourtThe Eighth kept his share of the First Light instead of spending it. These are what kept it with him.
6The Sunless KingThe Descent's horizon. Sealed by the seven, and the reason there are eight chairs at a table for seven.

Keep reading: what waits at the bottom · the hunt board

The Noonshade Vigil

Hunts

Hunts are repeatable jobs off a board in town: kill one named target, thin out a swarm, or bring something back. Take one in an evening and be home by dark. They pay Oathtokens, the coin you can only earn at your own god’s hall.

Open

Bounty

One named monster is waiting at the bottom of a dungeon. You go down, kill it, and come back.

Cull

Too many of one creature have got loose. Kill enough of them before the swarm reaches the road.

Recovery

Get an item out of a place that does not want to give it up and carry it home. Carrying it slows you down, so the trip back is the hard part.

The board

Every hunt in the game,
as it stands today

All 14 hunts here are live in the game right now, not a sample or a mock-up. They pay Oathtokens, the currency you earn at your own god's hall, never bought, never traded.
HuntKindTierLevelPartyTokens
Bramble Vault Cull
Cull the Minted strays loose beneath the Bramble Vault.
Cull131–45
The Gloamstep Relay
Break the gloomling relay and corner Umbra before it reforms.
Boss141–47
The Lanternglass Cache
Recover the lanternglass cache and carry it back to the Vault door.
Recovery141–46
The Sevenhorn Switchback
Climb the horn-marked switchback and earn passage from the Sevenhorn Waywarden.
Boss171–48
The Noonshade Countermarch
Reverse the Noonshade's marching host, then end its eclipse.
Boss261–411
Gloomspawn Purge
Purge the gloomspawn packs nesting in the Unlit Vault.
Cull261–48
Kindle the Verdant Shrines
Kindle the old shrines below Suncradle while the godspawn press in.
Recovery261–49
The Tideglass Recovery
Recover the drowned tideglass from the flooded Vault and bear it back.
Recovery271–49
The Lanternfall Depths
Carry the last light through the rootwall and face the Deeproot Keeper.
Boss281–411
Bounty: Starcap Triune
Follow the Suncradle trail and scatter the Starcap Triune.
Boss281–412
Bounty: Sevenhorn Waywarden
Descend to the boss room and fell the Sevenhorn Waywarden.
Boss281–412
The Starcap Convergence
Follow three bright trails to the hollow where the Starcap Triune converges.
Boss291–411
The Pearlthrone Undertow
Push through the rising undertow and unseat the Pearlthrone Clamdragon.
Boss2121–413
Bounty: Pearlthrone Clamdragon
The Pearlthrone Clamdragon holds the deep Vault. End it.
Boss3121–418

The Descent hunts, Gloamstep, Lanternfall, Noonshade, Pearlthrone, Sevenhorn, Starcap, are the overworld end of the ladder below the world. When a vault-mouth leaks, this is the board it leaks onto.

Keep reading: the ladder below the world · what Oathtokens buy

The Ember Road

Crafting

Crafting is four actions: make, break down, upgrade, repair. A drop gives you what the world felt like giving. Crafting gives you the piece you asked for, and you never need a second character to get it.

Open
I

Craft

Make a chassis in a band and <b>choose its affix family</b>. That choice is the whole value proposition: drops give you what the world felt like giving, crafting gives you what you asked for.

II

Salvage

A Smith profession passive, not a combat skill. Unwanted drops become feedstock instead of vendor coin, the mechanism that stops item inflation without a single tuning number.

III

Reinforce

Improves a dropped item inside its band. <b>Reinforcement never destroys the item.</b> It can fail and eat materials; it cannot eat the piece. Destructive enhancement is a live-team feature and we do not have a live team.

IV

Repair

Durability is spent by use and by death. This is the game's always-on coin sink, and it self-scales: better gear costs more to keep, so the richest players pay the most without anyone tuning anything.

Chassis and family

Every item has one body and one job

An item is a chassis, its armour band and slot: plus exactly one affix family. Two axes, one page, readable forever. It also settles the busiest contest in the game: eleven classes across two orders want cloth for opposite reasons, so cloth rolls Written or Kindled, never both. A Starspire mage and a Dawnflame priest standing over the same corpse are not looking at the same item.

Reforging moves an item to a different bonus family without changing its armour type, so a wrong drop can still be worth something.
FamilyWhat it servesWho reaches for it
Writtenspell force, cast pressure, spell reachthe Starspire
Kindledrestoration weight, overheal, ally-facing effectsthe Dawnflame
Anchoredmitigation, block, threat-holdingthe Wallsworn
Keenprecision, crit, the honest-shot statsthe Wildhunt
Quickenedattack and movement speed, evasionthe Moonveil
Wroughtdurability, salvage yield, craft outcomethe Emberforge
Bondedcompanion strength and survivalthe Packsworn
Rootedflat endurance, the plain survivable rollanyone, the low-pressure default
The stance

Crafting sets the floor and adds the finish

The floor

A crafter can always make you a solid, correct-family piece for your band. Nobody is ever stuck naked because the dice hate them.

Never the ceiling

The strongest chassis in the world come from world bosses and deep questlines. Crafting cannot conjure them.

The finisher

The best item in the game is a dropped chassis <b>finished</b> by a crafter: reinforced, reforged into the right family, kept in repair.

The promise

You never need a second character to craft

  • Shop forges exist. Any player can repair gear and buy basic equipment there, just at a worse price. A player crafter saves you money and is never a requirement.
  • <b>Everything a crafter does, they can do for you.</b> The Emberforge kit is ally-facing; commission work is the intended shape.
  • <b>Nothing a crafter makes is required to progress.</b> Questlines and order bosses hand over a functioning kit regardless.

Keep reading: the three currencies · what money cannot buy

Wakelight Crossing

The economy

Three currencies, and only one of them costs real money. That one buys premium skins and nothing else: no power, no Oathtokens, no shortcuts. The starter meadow still pays you at level cap, because materials only come from the land that grows them.

Open

Sunmark

the honest coin

Struck at Suncradle. What the world pays you and what the world charges you.

From
mob drops, vendoring, quest payouts, player sales
To
repair, wayshrine travel, forge fees, reforging, listing fee and sale tax
Trading
Tradeable

Oathtoken

earned at your hall

Each order mints its own. You cannot buy Oathtokens, and no player can hand you theirs.

From
order questlines, order bosses, hunts, festivals
To
order gear, the earned cosmetic ladder, order services
Trading
Bound on earn

Emberlight

the paid lane

Buys premium skins. It buys nothing else, ever, not a Look, not an Oathtoken, not a shortcut.

From
purchased
To
premium skins only
Trading
Bound

Materials are goods, not currency, and are deliberately never given a currency face, anything that becomes a currency by accident is something one person has to police later.

Low zones

Starter zones stay worth visiting

Because you never lose levels, a max-level character in a starter meadow will always be far too strong for it. Raising every zone to your level would fix that, but it would need tuning forever. Instead, four permanent rules make the meadow pay you in materials, the one reward that cannot lose its value.

RuleWhat it does
The land gives what grows thereMaterials are zone-native and not substitutable. Bramblewood thread comes from Bramblewood. No high zone drops a low zone's materials as a convenience.
Every recipe reaches one band downA high-tier crafted piece consumes high-tier materials <b>and</b> something from the band below it. This one rule is what keeps a launch-day meadow economically live at level cap.
The TitheCoin and rare drops from a zone far beneath your standing are reduced. Gathering is untouched, which kills the bot faucet and leaves the legitimate reason to be there intact.
The take is bound to the characterLoot keys on the zone, the source and the character, never on the class you are currently wearing. Switching orders changes what you play; it must never change what the world pays.
Anti-inflation

Six money sinks that need no one watching

There is no live economy team and there never will be, so every drain has to tighten by itself as players get richer.
MechanismWhy it works unattended
Repair, proportional to gear bandThe always-on drain. Richer players pay more automatically, so the sink grows with the economy on its own.
Consignment tax, proportional to priceRemoves coin from exactly the transactions that create the most of it.
Materials over coin at the faucetGoods deflate gracefully because they get consumed. Coin does not.
The TitheCoin from far-below-level content is reduced, <b>materials and gathering nodes are not</b>. A max-level player farming a starter zone is gathering, not earning.
Salvage as the item sinkEvery wrong-family drop leaves the economy as feedstock instead of sitting in a bank forever.
A vendor floor with no vendor ceilingNPCs buy at a floor so nothing is worthless, but they sell no power, so player prices can never be arbitraged against a fixed price.
Trading

One trading board, and a short list of rules

  • <b>Player-to-player trade: yes.</b> Direct trade is a social good and cutting it would be felt immediately.
  • <b>One global consignment board, not an auction house.</b> Asynchronous listings, one order book, no regional variants, one board cannot be arbitraged against another board.
  • <b>Bound on earn:</b> Oathtokens and everything bought with them, Class Looks, and questline rewards. Everything else, dropped chassis, crafted goods, materials, trades freely.
  • <b>A young-account trade gate.</b> Brand-new accounts wait before they can trade or consign. One rule, no upkeep, and it kills throwaway mule accounts.

Keep reading: where materials go · the meadow itself

Bloomvale

Looks

A Look is the outfit your character visibly becomes when you promote: new armour, same face, every time. Every Look is earned, and money cannot buy one.

Open

The earned ladder is never pay-gated

Class Looks 1, 2 and 3 come from promotion. Oathtokens buy order dyes, marks and hall regalia. Every piece of it is earned, bound, and costs no money. This is a hard line, not a preference.

The paid ladder never touches it

Emberlight buys premium skins: separate art, separate shelf. It can never buy a Look, an Oathtoken, or anything on the earned ladder. Not discounted, not accelerated, not bundled.

Looks are never power

A Look is appearance. It has never carried a stat and it never will, so nobody is ever wearing something they hate because it is optimal.

One face, all the way up

Each tree is drawn as one girl and one boy who keep their faces from first oath to master. Promoting feels like your character growing rather than being replaced.

One road, drawn

This is what
promotion looks like

One branch of the Dawnflame, first oath to master. Same person, same face, more of them each time, and the frame around each plate gains ornament as the rank does. Nothing here was bought. You also choose: two looks at the branch, three at master.

Acolyte: Lumoria class art
AcolyteFirst oath · Lv 10
Cleric: Lumoria class art
ClericBranch · Lv 40
High Priest: Lumoria class art
High PriestMaster · Lv 70
Dawnwarden: Lumoria class art
DawnwardenMaster · Lv 70

Meet the seven →

Keep reading: every look, tree by tree

The Unlit Mile

The Second Oath

Late on, you may kneel to a second god and take one fusion identity for that pair. Seven gods make twenty-one pairs, so twenty-one fusions exist and no more. Your first order stays your class the whole way through.

Open

Your first order stays your class

Primary tree, Looks, role identity, promotions, all unchanged. The Second Oath adds; it never replaces.

A short extra path, not a new class tree

Each pairing gives one fusion class: a small set of skills taken from where the two orders overlap. You keep everything you already had.

The second god is the lesser oath

You get that pair's fusion lane and its flavour, not the second order's full tree. This is fusion, not multiclassing.

A rite both masters attend

You walk a new trial written for this pair, and carry a matching one back to your first hall. Neither master hands it over. Each wants proof the other order has not simply bought you.

All twenty-one

Seven gods make twenty-one allowed pairs

The gate opens at half your main level, not at cap, a near-cap gate would make the whole system invisible for most of a character's life. You take exactly one Second Oath, for life. Pairs are unordered: each lane supplies, in miniature, the half you lack.

Gold fusions are being built first. The eighth row is empty on purpose.
WallswornStarspireWildhuntDawnflameMoonveilEmberforgePacksworn
WallswornGraven OathThornholdRadiant BastionSilent BulwarkSiegewrightShieldpack
StarspireGraven OathWildscriptWrit of MorningWritten in ShadowEmberscriptSkybond
WildhuntThornholdWildscriptDawnhuntMoonhuntIronbriarWild Chorus
DawnflameRadiant BastionWrit of MorningDawnhuntDuskhearthHearthforgeHearthbond
MoonveilSilent BulwarkWritten in ShadowMoonhuntDuskhearthAshveilQuiet Pack
EmberforgeSiegewrightEmberscriptIronbriarHearthforgeAshveilIronhound
PackswornShieldpackSkybondWild ChorusHearthbondQuiet PackIronhound
The Sunless King, , , , , , ,
Every fusion

What each pair
gives you

Radiant BastionDawnflame × Wallsworn

The fantasy: a shield wall that heals everyone standing behind it.

It grants: a raised barrier that mends the allies behind it while it holds, a burst of guarded healing on a long cooldown that ends the moment the barrier breaks, and never scales with healing power. It is a saving throw, not a healing lane. Wallsworn holders gain the mending; Dawnflame holders gain a wall to hold it behind.

Why the two gods argue: Aegemar visits the seal each year and stands; Aurelith keeps the hearth lit for the one still walking, the two most patient gods, finally holding the same line.

Wild ChorusPacksworn × Wildhunt

The fantasy: your companions howl the Minstrel's song.

It grants: a beast-choir: one carried refrain that a companion holds and keeps singing as it roams, so the song walks the field without you. This is the clearest case of the symmetry rule, a Wildhunt holder is given the companion that carries it, a Packsworn holder is given the refrain it carries. Neither is asked to already own both halves.

Why the two gods argue: Sylvara and Fenriel are sister-rivals, the hunt against the bond, this is the one oath the sisters both claim, and both resent, and neither will let go.

Written in ShadowMoonveil × Starspire

The fantasy: a silence-rune inscribed on a sleeping target.

It grants: a sleeping mark: a glyph set on an unaware target that does not fire until they act, and takes their first action with it. Unlike an ordinary silence it is placed before the fight, cannot be dispelled while the target is unaware, and is the only seal that survives being interrupted. Starspire holders gain the concealment; Moonveil holders gain the glyph.

Why the two gods argue: Caelendra writes names into being; Vesperine keeps the ones the world took back, the scribe and the keeper, arguing over the same page.

AshveilEmberforge × Moonveil

The fantasy: a saboteur of forged poisons and traps no one sees coming.

It grants: a planted charge: a forged trap or poison set from concealment that stays hidden until it is stepped on. Moonveil holders gain the making; Emberforge holders gain the hiding.

Why the two gods argue: Ignivar built the chain, with Aegemar's stone, and Vesperine keeps its prisoner's name; he knows how the seal was made, she knows what it cost, and neither will speak of it.

DawnhuntDawnflame × Wildhunt

The fantasy: a radiant hunter whose arrows carry the sunrise.

It grants: a dawn-marked shot: strike a target you have marked and a little of that light returns to a hurt ally. It pays out on your own mark only, never on ordinary fire. Wildhunt holders gain the light; Dawnflame holders gain the range.

Why the two gods argue: Aurelith keeps the hearth for the one still walking; Sylvara is always the one still walking, and never comes to the table.

DuskhearthDawnflame × Moonveil

The fantasy: a healer who works in the dark: easing pain, hiding the wounded.

It grants: a covered mercy: one hurt ally may be lifted out of sight while you mend them: once per fight, and the cover breaks the instant either of you strikes, which is what separates it from an ordinary sanctuary. Dawnflame holders gain the concealment; Moonveil holders gain the mending.

Why the two gods argue: Vesperine offers the gentle ending; Aurelith keeps the empty place set and never says he's gone, she offers to let the grief rest, and every dawn Aurelith sets the place again.

EmberscriptEmberforge × Starspire

The fantasy: living runes forged onto gear that fire in the swing.

It grants: a written edge: a forged weapon or plate carrying one live rune that fires on the swing and can be re-inscribed between fights. Starspire holders gain the forge; Emberforge holders gain the script.

Why the two gods argue: Ignivar forged the world, Caelendra wrote it, they disagree over whether it was built or written, and both are a little right.

Graven OathStarspire × Wallsworn

The fantasy: an unbreakable line that remembers every word carved into it.

It grants: one inscribed ward-stone you plant and hold: it braces everyone behind it and carries a single written glyph. Wallsworn holders gain the glyph; Starspire holders gain ground worth standing on.

Why the two gods argue: Aegemar carves in stone and never explains; Caelendra regrets one written word and fears what he'll make permanent.

HearthbondDawnflame × Packsworn

The fantasy: a healer whose bonded beast guards the fallen and carries the hearth.

It grants: a warding companion: a beast carrying a small hearth-aura that may throw itself in front of one killing blow: once per fight, and it is spent doing so. Dawnflame holders gain the beast; Packsworn holders gain the hearth.

Why the two gods argue: Aurelith keeps a place for the friend who left; Fenriel would have gone down after him. One keeps the door open and waits; the other wants to walk through it, and the two of them have never once agreed which is the kindness.

HearthforgeDawnflame × Emberforge

The fantasy: consecrated forge-fire, weapons blessed and burning at once.

It grants: a forged consecration: a ring hammered into the ground that outlasts your own death and can be struck to spend the rest of its light at once, persistence and detonation being exactly what a blessed circle cannot do. Dawnflame holders gain the forge; Emberforge holders gain the blessing.

Why the two gods argue: Ignivar forged the seal weeping, Aurelith sets the empty place, both mourn the Eighth in fire, one at the anvil and one at the hearth, and neither will put it out.

IronbriarEmberforge × Wildhunt

The fantasy: a trapper who salts the field with forged engines of iron and thorn.

It grants: a built snare, a trap that resets itself a set number of times and can be repaired in the field. Wildhunt holders gain the engineering; Emberforge holders gain the ground-craft.

Why the two gods argue: Ignivar shapes the wild into tools; Sylvara loves it exactly where it can't be tooled, she uses his engines and resents needing them.

IronhoundEmberforge × Packsworn

The fantasy: war-hounds in forged plate: you build and you bond, both at once.

It grants: forged barding: armor for one companion that can be repaired, upgraded and reforged between fights. Emberforge holders gain the companion; Packsworn holders gain the smithing.

Why the two gods argue: Ignivar says every talent is a spark to be shaped; Fenriel says a bond can't be forged, only earned, they build the same war-hound from opposite ends, and it works anyway.

MoonhuntMoonveil × Wildhunt

The fantasy: you stalk unseen, then loose one perfect shot by moonlight.

It grants: a held breath: you may go unseen at range, and the first shot out of concealment cannot be dodged. Wildhunt holders gain the concealment; Moonveil holders gain the distance.

Why the two gods argue: Vesperine offers gentle, quiet endings; Sylvara's hunt is neither, the moon keeps trying to make the huntress merciful, and mostly fails.

Quiet PackMoonveil × Packsworn

The fantasy: a silent pack that hunts from the shadows.

It grants: a shared vanish: you and one companion go unseen together and strike out of it as a pair. Moonveil holders gain the companion; Packsworn holders gain the dark.

Why the two gods argue: Vesperine gives gentle endings and works alone; Fenriel says no one hunts alone, the goddess of quiet mercy learns to keep a hound, and pretends she didn't want to.

ShieldpackPacksworn × Wallsworn

The fantasy: you and your bonded beast become one immovable line.

It grants: a bonded beast that holds ground with you: it plants where you plant, takes a share of what is aimed at you, and challenges anything trying to walk past. Wallsworn holders gain the beast; Packsworn holders gain the discipline that makes it stand.

Why the two gods argue: Aegemar's oath is to a stone that never moves; Fenriel's bond is to a wild thing that always might, they argue whether loyalty is a wall or a leash.

SiegewrightEmberforge × Wallsworn

The fantasy: a bulwark that builds its own fortifications mid-battle.

It grants: a work anchored to your own guard: an emplacement that inherits your block, cannot be flanked while you stand with it, and can be struck back into scrap for a burst of cover, none of which an ordinary Field Forge does. Wallsworn holders gain the building; Emberforge holders gain a line to build it into.

Why the two gods argue: Ignivar forged the chain and Aegemar's stone helps hold it: two makers of one prison, and neither says the name of who's inside.

Silent BulwarkMoonveil × Wallsworn

The fantasy: the guardian no one sees until the moment they're stopped.

It grants: a concealed guard-stance: you brace unseen, and breaking cover is itself the challenge that pulls every eye onto you. One hard opener, never sustained hidden tanking, which would break the threat model. Wallsworn holders gain the vanish; Moonveil holders gain the one moment they can afford to be seen.

Why the two gods argue: Aegemar keeps the yearly seal, Vesperine keeps the struck name, two keepers of sealed things who understand each other far too well to speak of it.

SkybondPacksworn × Starspire

The fantasy: your companions are named into stars and called down from the night sky.

It grants: a star-tether: one companion named into the sky, which you may call back to your side after it falls, a recovery on a long cooldown, not a free resummon, so losing a beast still costs. Starspire holders gain the companion; Packsworn holders gain the tether.

Why the two gods argue: Caelendra named every thing once and wrote it fixed; Fenriel says a true bond is never finished being named, and they argue over every pup's.

ThornholdWallsworn × Wildhunt

The fantasy: a living fortress of stone and briar that grows where you plant your feet.

It grants: a briar-anchor, a claimed patch of ground that both blocks a lane and snares whatever crosses it. Wallsworn holders gain the thorns; Wildhunt holders gain a wall worth standing behind.

Why the two gods argue: Aegemar builds walls to shelter what is inside them, and stands outside all of them; Sylvara loves the garden best where it climbs over anyway.

WildscriptStarspire × Wildhunt

The fantasy: your songs are written into the world, and the wild sings them back.

It grants: a written refrain: one song that, once sung, leaves an inscribed patch of ground still playing it after you move on. Wildhunt holders gain the writing; Starspire holders gain a verse worth writing.

Why the two gods argue: Caelendra wrote the world in one fixed night; Sylvara sings off the page on purpose, and loves the verses that refuse the script.

Writ of MorningDawnflame × Starspire

The fantasy: you write light itself, healing and holy fire spelled into being.

It grants: a written dawn, a spelled circle that grows stronger the longer it is left standing, mending or burning by what stands in it. Starspire holders gain the light; Dawnflame holders gain the pen.

Why the two gods argue: Caelendra regrets one written word; Aurelith refuses to say a name is gone, put them together and the unwritten name sits very close to the surface.

The twenty-second

The Eighth stands at no hall and attends no rite. There are seven gods a soul may lawfully swear to and therefore twenty-one lawful fusions. Yet the Moonveil keep one rumour they will not repeat: that a soul who has sworn everything it is allowed to swear may still, once, be offered an oath more: extended from below, by a hand that carries no light, at a rite no living master will attend. Whoever asks about it a second time is simply never answered.

Keep reading: your first oath comes first · the twenty-second