// THE PREMISE
What this world is
Veyra is a moon broken into a thousand inhabited fragments. Gravity sails and living bridges connect its scattered people. The empire that shattered it has returned, this time to harvest the exposed core.
Enter as a clan warrior, a void hunter, a spore-seer, or a four-armed exile. Choose your place among the fragments and the reason you will stand, bargain, or fight when the empire arrives. The question is whether Veyra's people can unite, submit, or find another way to face what is coming.
// PLAY PROFILE
What this world plays like
Start with your character's place on the broken moon. Decide whom they belong to, what they need to protect, and whether they approach the empire as an enemy, a threat to avoid, or a power to negotiate with.
You could explore the links between fragments or make the story about persuading divided people to act together. A journey by gravity sail offers one starting point; a decision about who can speak for your people offers another.
// FACTIONS IN MOTION
Principal factions
A powerful consortium of Sael Flightmasters and merchant clans who control the Aurora Roads. They value freedom, profit, and the flow of information, viewing the rigid control of the Shieldsworn and the secrecy of the Helions as equal threats to their livelihood and the economic stability of the archipelago.
The martial rulers of the Khar Vault, a rigid Khelt-dominated clan that enforces stability through absolute discipline. They see themselves as the primary defenders of Veyra against all threats, internal and external, and believe only their strength can hold the fragments together. They view the Helion presence as an invasion and the Null Pilgrims' heresy as a corrosive poison.
A collective of Orathi Artisan-Generals centered around the industrial powerhouse of Sava's Forge. Pragmatic and industrious, they are the primary producers of living ships, weapons, and tools for all Veyran clans. They seek to maintain their economic dominance and are warily observing the Helions, seeing their advanced technology as both a potential threat and a lucrative opportunity.
The expeditionary force of the Helion Ascendancy, arrived aboard the mining cathedral Crown-of-Mercy. Publicly, their mission is to extract valuable heartglass and offer aid to the 'lesser clans'. Secretly, they are here to assess the threat of the First Wound and enact a final contingency to sterilize the system if it awakens.
A nomadic cult of outcasts and heretics who follow the 'gravity-song' towards the exposed core. They believe the Shattering was a necessary imprisonment of a cosmic entity called the First Wound, and that true salvation lies not in rebuilding Veyra, but in understanding and appeasing the entity within. Their use of forbidden pre-Shattering technology makes them dangerous and unpredictable.
// KEY FIGURES
People you'll meet
// SITES OF RECORD
Places that matter
A massive, fortified fragment dominated by the silent, unexploded imperial engine at its heart. Buildings are carved from the rock itself, wrapped around the central machine in defensive spirals. The air crackles with low energy and the constant sound of Khelt warriors drilling in the gravity plazas.
Not a physical place, but a network of stable, high-energy currents within Oth's aurora. These glowing rivers of light are the primary highways between distant fragments. Traveling them requires a skilled Sael navigator and a living sailship to withstand the electrical charges.
A fragment rich in conductive coral, hanging upside down relative to most fragments. The 'city' is a network of glowing coral structures descending into the void, illuminated by the heat of countless Orathi forges. Magnetic lifts and precarious walkways connect the workshops and trade platforms.
A forested fragment whose surface is covered in translucent, light-conducting fungal towers. The true settlement lies beneath, in warm, humid caverns where the Namar cultivate vast, glowing mycelial networks that serve as their collective memory and living archives.
A treacherous chain of small, unstable fragments leading inward toward the exposed core. The path is marked by the wreckage of failed expeditions and strange, pre-Shattering monoliths that hum with discordant energy. Gravity here is unpredictable, and the light from the core is blinding.
The innermost region of Veyra, where the shattered core burns like a captive star. It is not a solid place but a horizon of red-white energy, crisscrossed by arcs of lightning and shimmering heartglass formations. The gravity-song is overwhelming here, a constant, maddening choir.
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
