Pick a shard to see its world below. The whole page takes on that shard's light: the same story underneath, told in its colours.

Echoes of Verdania

The root shard

Forests, farmland and river towns: the shard where the roots of the story first show above the soil. It kept the most of what the old world looked like, which is exactly why the gaps in its memory are so easy to miss.

Verdania is where a new save begins. Its ground came through the Break in the best shape of the three, so daily life carried on almost normally: crops went in, the mill kept turning, the notice board by the well filled up with the same small errands it always had. What did not carry on was anyone's clear account of the years before. In Elmdale there is a scholar who lets slip that he remembers more of them than he should.

Where you start

Elmdale: a walled town on the river, four bridges, a farm plot and a mill just outside the wall. Your own house sits inside the walls; the road out passes a broken crossing you can rebuild.

What you'll dig up

A scholar's notes with forty years politely left blank, and townsfolk who each date "the quiet year" a little differently. Verdania is the shard where you first realise the history is missing on purpose.

How it plays here

The gentlest introduction: open routes, farming and herb patches, the smithy and the shop economy, and turn-based Kin battles against wildlife that mostly leaves you alone first.

Kin native to Verdania

Root-shard Kin lean on growth and patience. They root, they mend, they outlast. Your fixed starter here is a Leaflit.

Leaflit, a small sprout-backed Kin

Leaflit

The starter. A sprout that decided to walk. Grows into Verdantide and, much later, the Verdant Crown.

Thornwarden, a hardened bramble Kin

Thornwarden

A mid-line bramble form, all guard and no hurry. Turns a defensive team into a wall.

Mosskip, a round moss-backed pond Kin

Mosskip

Pond-edge Kin from a separate line. Common around Verdania's water and the first trade many players make.

"They will keep. They have kept this long." (Six seeds out of Leafmere, the year the wood was cut, and nobody who put them back.)

Echoes of Verdania cover art
Cover art coming soon
RPG Creature Collecting Exploration Crafting

Overview

When the sky tore, it split the land into three shards, and split anyone caught in resonance with an echo stone at that moment along with it. Not copied, not killed: one life became three, each carrying on in a different shard. Everyone else went wherever their ground went, which is why the same family names turn up in all three places, unaware they're related.

You play as someone piecing that history back together: a scholar's notes in one town, a harbour ledger missing the same forty years in another, and a single word written in a third. Along the way you'll raise and battle Kins, farm, craft weapons and armour, run a shop economy, and take on quests from ninety-one named people who all remember the Break differently.

Features

What you'll actually do

Turn-based Kin battles

Bond with a fixed starter Kin per save and grow your team through turn-based combat, combos and Bond Level progression.

Three shards to explore

Verdania, Cindralis and Nimbara each have their own towns, terrain, creatures and unresolved history to dig through.

Crafting & smithing

Upgrade weapons and armour at the smithy, brew potions with the herbalist, and work through tiered bows and arrows.

Farming & gathering

Plant, replant and harvest across herb patches and tree arsenals, and build up storage with craftable bags.

A living economy

Trade through a shop system with its own currency, and manage relationships with a full cast of shopkeepers and traders.

Quests with real weight

Ninety-one named characters across three shards, each with their own place in a story that stays consistent everywhere you go.

The World

Three shards of one broken world