Element / 01
Ancient
The Ancient discipline is not an element at all — it is humanity's first seal knowledge, the foundation every card tradition is built on.
Discovery Index
Element / 01
The Ancient discipline is not an element at all — it is humanity's first seal knowledge, the foundation every card tradition is built on.
Element / 02
Magma is the element of buried heat — born in Kharuun after the Ember Rift tore the earth open in 318 KM.
Element / 03
Sound is the element of frequency and resonance — born in Elyndra after the Crystal Scream of 327 KM.
Element / 04
Cyber is the element of pattern and analysis — born in Virex after the Parallel Shard fell in 341 KM.
Element / 05
Storm is the element of motion and open sky — born in Auralis after the Sky Rift of 356 KM.

Character / 01
Aurel Voss (b. ~-83 KM) was among the first Card Masters and one of the minds who systematized the Ancient seal order.

Character / 02
Maelis Vorr (b. ~-41 KM) discovered that Syleth fibers could carry seal power — the discovery that made the first true card possible.

Character / 03
Kharven Drax (b. 294 KM) survived the Ember Rift and became one of the first masters to seal Magma power into a card.

Character / 04
Seryn Vael (b. 313 KM) survived the Crystal Scream and learned to control frequencies consciously — a founder of Sound mastery.

Character / 05
Orix Venn (b. 319 KM) survived the Parallel Shard event and laid the foundations of Cyber seal analysis.

Creature / 01
A low-moving Void creature with limbs that refuse to be counted. Sound dies as it approaches.

Creature / 02
A long-bodied, inhuman Void hunter that breaks its prey's sense of direction.

Creature / 03
A creature that is mostly mouth and missing the rest — its presence drains endurance and will.

Creature / 04
The dangerous remnant of creatures that returned from the Void. It cannot stay long in the real world — it does not need long.

Creature / 05
The great power of the Void. When an Orvath is gravely wounded, a gate opens briefly — and one person may pass back into the world.
System / 01
Dates are written in KM — the Card Era — counted from the year the first true card was made.
System / 02
Everyone in this world is human. Lineages shape culture and affinity — they do not create separate species.
System / 03
Raw magic was unstable and lethal; seals were invented to guide it, and cards made seal knowledge portable.
System / 04
Cards are seal knowledge made portable — from the elementless Ancient Cards to the element cards born of catastrophe.
System / 05
Owning a card is not the same as being able to use one — untrained use is weak, wasted, or dangerous.

Story / 01
For three hundred years, every card was the same kind of card. Then the world broke seven times — and the survivors began sealing what the breaking had left inside them.

Story / 02
Before the Void took his name, Kaelen Vyr was a laughing child. This is the story of the Ache, the fire, the lynch mob — and the first child ever cast through the gate.

Story / 03
Blinded by the Crystal Scream, Mireth Sol stayed with the crystals for eighty years — until the night looters came, and the crystals wept for her.

Story / 04
Draven Oris was seventeen when the Ember Rift split the world open. He walked out of the fire unburned, holding a cold stone — and a sentence that would price everything.
Event / 01
The age when humanity tried to wield raw magic directly — and paid for every attempt (-1200 to -710 KM).
Event / 02
Around -710 KM, humanity learned to guide raw magic through symbols instead of wrestling it barehanded.
Event / 03
In 0 KM the first true card was made from Syleth paper — the year the calendar itself begins.
Event / 04
The age when card production matured and the elementless Ancient Cards spread through the world (0–214 KM).
Event / 05
The century of seven great disasters that gave birth to the elements (318–421 KM).

Card / 01
Deals damage to a target. Deals bonus damage if the target is burning.

Card / 02
Grants a shield to yourself or an ally.

Card / 03
Deals damage to all enemies and applies burning.

Card / 04
Deals damage and weakens the target. If the target is already burning, the weakness effect hits deeper.

Card / 05
Grants the bearer a shield. While the shield holds, burning damage is absorbed by it instead.

Region / 01
The known world is a single great continent ringed by wide seas, island chains, and dangerous trade routes.

Region / 02
Velora is a mixed crossroad settlement where different lineages live side by side under a strict in-city card ban.

Region / 03
Kharuun is the scarred homeland of the Magma Lineage, where the Ember Rift of 318 KM split the earth open.

Region / 04
Elyndra is the crystal-grown region of the Echo-Bound, where the Crystal Scream of 327 KM turned song into catastrophe.

Region / 05
Virex is the glitch-scarred region where the Parallel Shard fell in 341 KM, birthplace of the Cybers.

Lineage / 01
The Magma Lineage of Kharuun carries the buried heat of the Ember Rift — patient, enduring, and bound by the spoken word.

Lineage / 02
The Echo-Bound of Elyndra treat the word as sacred and hear the world more sharply than they see it.

Lineage / 03
The Cybers of Virex read the world as a system — marked forever by the Parallel Shard's brief touch of another reality.

Lineage / 04
The Stormblood of Auralis live for motion — travel, speed, and the reading of winds are their inheritance.

Lineage / 05
The Soulbound of Veran keep the names of the dead alive — memory is their element as much as Soul is.
Faction / 01
The Void Hunters track what leaks out of the Void and close what lets it leak.

Faction / 02
The Card Masters Council is the old authority over card production, master training, seal standards, and forbidden cards.

Faction / 03
The Crossroad Guardians keep order in mixed settlements — enforcing card bans, policing markets, and standing between lineages.

Faction / 04
The Void Cult is a dangerous movement that worships the Void and preys on the outcasts society creates.

Faction / 05
The Shard Researchers are the scientific and mystic order devoted to solving the Parallel Shard.
Term / 01
KM — the Card Era. Year 0 is the year the first true card was made; negative dates come before it.
Term / 02
People with no natural elemental affinity — the majority of society.
Term / 03
A certified master of card craft — production, activation, and seal knowledge.
Term / 04
A specialist who tracks Void creatures and seals Void leaks.
Term / 05
The historical period since the first true card was made in 0 KM.

Product / 01
Premium fleece blanket bearing the Eclipse Court sigil of the Void Hunter Veyros Cal.

Product / 02
Premium fleece blanket honoring Vaera Nox and the remembered dead of the Soul Valley.

Product / 03
Premium fleece blanket printed with Orix Venn's parallel-shard research notation.

Product / 04
Premium fleece blanket wrapped in the veil-work of the Void Cult recruiter Seran Null.

Product / 05
Premium fleece blanket charting all seven catastrophe-born elements in a single seal circle.