When the last Sovereign died without an heir, the realm's champions were bound into soulstone and their fates written into the Great Ledger, a book no lord can burn and no scribe can forge. Now the banners are yours to raise: summon champions no one else will ever own, work them in the deep mines, prove them in the Arena, and trade them for coin in the Market. Every deed is witnessed forever.
The Blind Weaver binds a champion into soulstone with every summoning: one of a kind in all the realm, its rarity and power struck at birth. No two are alike, and no one can conjure a copy.
Send champions into the deep mines, where soulstone sweats Ember by the minute. Ember forges greater bloodlines, tempers your champions' aspects, and backs every wager in the Arena.
Trial by combat, best of three: attack, defense, and cunning. Fight alone, in 3v3 squads, or up the ranked ladder; bleed the weekly world boss beside your guild, enter the Crown's tournaments, and bet Ember on other lords' fights. Veterans carry their victories on the card forever.
Sell champions for coin or strike sworn trades in the Market. A ten-victory veteran is provably a ten-victory veteran; pedigree travels with the card.
One hundred and eighty champions across four rarities, and the roll is gloriously uneven: a Tea-Leaf Aunt, a Midden Crow and a Pond Pike are bound by the same rite as the barrow-kings. Fuse two of a rarity to forge the next, so a Sovereign is one summon in a hundred, or seven fusions of patience: eight Footmen make four Knights, four Knights make two Highlords, two Highlords make a Sovereign.
Four of a hundred and eighty. Rarity is carried by the frame, power by the medallion, and the pedigree strip is the part the Market is really selling.