// THE PREMISE
What this world is
On a wild frontier ruled by spirit-beast bonds, the royal courts have begun chaining the last titans into weapons. Then an impossible creature chooses you. Master the bond, defend the marches, join the hunt, or free powers that remember when humanity was prey.
// PLAY PROFILE
What this world plays like
The Hollow Legion and The Crown Menagerie set the terms of life in The Beastbound Marches. The pressure between them decides whose roads stay open, whose coin is good, and whose names get spoken in public.
Consider where you want to begin: The Verdant Reach and The King's Spine offer two places to investigate. Let the current scene guide the route you choose.
Praetor Cassian, Chain-bonded Commander, Crown Menagerie, is one of the people introduced here. Decide what you want to ask, offer, or learn when you meet.
// FACTIONS IN MOTION
Principal factions
A desperate faction of the Unbound, coalesced in the salt marshes of Sorrow's Kettle. They are the survivors of Chainwork raids and broken bonds, bearing both physical scars and the phantom-limb ache of their severed connections. Led by the vengeful Grieve, they seek not just to survive, but to carve out a place for themselves in a world that sees them as less than human.
The military arm of the royal kingdoms and enforcers of the Royal Creed. Wielding the parasitic power of the Chainwork, they seek to tame the 'savage' Marches and exploit its spiritual resources, blind to the catastrophic decay they spread with every victory. Their grafted bond-marks sometimes flicker with the dying agony of the spirits trapped within.
A loose confederation of independent clans united by their adherence to the Old Covenant and their opposition to the Crown. They live in symbiosis with the spirit-beasts of the Marches and view the Chainwork as a soul-destroying heresy. Their strength lies in their deep connection to the land, but their traditional rivalries often prevent a truly unified front.
The ruling body of the Glass-kin from the city of Irix. With a monopoly on the spirit-silk trade, the Court operates as a vast intelligence network, its agents and contracts reaching into every corner of the land. They are officially neutral, viewing the war as a chaotic but profitable business opportunity, all while their Mirror Mantis bonds show them reflections of secrets no one else can see.
An ancient order of mystics and lorekeepers who interpret the will of the land and the spirit world. They are the moral core of the Old Covenant, acting as advisors and healers for the Clans. They sense the growing sickness in the world - the Weeping Blight, the titan's pained stirring - and know it is a symptom of a far older, deeper wound being torn open.
// KEY FIGURES
People you'll meet
// SITES OF RECORD
Places that matter
A vast expanse of old-growth forest and windswept grasslands, considered the heartland of the Free Bond Clans. Ancient covenant stones mark territorial boundaries, and the air feels thick with the presence of powerful, unseen spirits. The Wyrdwood looms on its northern horizon, a wall of unnerving silence.
A heavily deforested coastal region under the absolute control of Queen Meriel Vey. The forests give way to quarries and charcoal-burning pits that feed the great foundry at Bellgrave. A permanent haze of smoke hangs in the air, and the coastline is studded with watchtowers.
A humid, labyrinthine network of coastal forests, mangrove swamps, and fog-shrouded jungle. Towering silk-and-glass spires of the Chitin Court rise from the gloom, connected by swaying bridges. The entire region hums with the sound of millions of insects.
A bleak coastal landscape of salt marshes, arid plains, and rocky badlands. The land is scarred by failed royal settlements and the lingering blight of dead spirits. It is a desperate, lawless place that has become a refuge for the Unbound.
The geographic and political heart of the Marches, this large central region contains a turbulent mix of every biome. The great River Threnn flows through its center, serving as a vital trade artery and a line of conflict. This is a land of mercenaries, spies, pilgrims, and opportunists.
BEFORE YOU ENTER
Choose a first decision
Start with a person you want to meet, a place you want to see, or a problem you want to understand. You make choices through written actions and read the Narrator's response. The people and places above introduce this world; they do not promise a fixed sequence of scenes.
Completed turns save to your account. Review the latest scene and the relevant in-game information when returning. Check current access and Spark allowances before a longer session, and use the player guide for help with saves, artwork, possessions, and other supported features.
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CHECK ACCESS AND SPARK COSTS · CHOOSE A CHARACTER BEFORE PLAY
