Cocklefighting

Cocklefightingalpha
Trumpet, the shore crierThe Emberfall TiderunningEmberfallA Plain Water, carrying The Hard Water. 77 days left.

The Shore Wiki

Every rule the Shore runs on.

Past the sandbars the water goes black. Fathom, the wickwarden, keeps the Wickhouse at the sandbar’s end and lights the way down: every card on his board is a delve, priced in gold and in light, and the whole Shore shuts above you while you are down. Every stage of a delve is a real fight against a real creature, from a snapshot of your cockle as it went down, so your gear and stats drive the Deep exactly as they drive the Pit.

The board#

Fathom deals six cards, one a band from common to legendary, every 3 shore days, on your own dice. One card you have not finished can be swapped for a fresh one once a shore day. Finish all six before the block turns and Fathom pays a clear: 80 wins’ worth of gold and a Coldstar Shard. Past the six stand the SEVEN: the primordial cards, one for each of the great beasts of the lore, a week each, level-gated, never swapped and never finished for good.

Every band of card, with its lock, its stages, what it costs and what finishing pays
BandHolds youStagesFathom’s feeBurnsFinish bonus
common30 minutes32 wins’ gold2 tallow wicks4 wins’ gold, and the XP
uncommon2 hours44 wins’ gold1 glow-jelly and 1 tallow wick7 wins’ gold, and the XP
rare6 hours57 wins’ gold1 whale-oil flask and 1 glow-jelly12 wins’ gold, and the XP
epic12 hours612 wins’ gold1 drowned lantern and 1 whale-oil flask20 wins’ gold, and the XP
mythic24 hours720 wins’ gold1 lanternfish eye and 1 drowned lantern32 wins’ gold, and the XP
legendary2 days832 wins’ gold1 coldstar shard and 1 lanternfish eye50 wins’ gold, and the XP
primordial7 days1080 wins’ gold2 coldstar shards and 1 lanternfish eye120 wins’ gold, and the XP

A win’s worth is the plunder a rival of your level pays (see Progression), so a card costs the same number of fights at level ten as at level nine hundred.

Sealed a stage at a time#

Going down seals the first stage: the fight is decided the moment you press, and nothing of it shows until the stage’s light burns down. A stage is a terror of the Shore, a beast of the Deep, a treasure, still water (the shell fills) or a squall (the water takes 20% of it); the last stage of every card is its end beast. Between fights your wounds are carried: a survived fight recovers 35% of the whole shell before the next.

When the light is out the stage is revealed. A survived stage offers a pick of three: a purse, lights, tempers or essences, a magic item deep enough down, a second wind worth 50% of the shell, and on the last stage the card’s own bonus. Take one, then surface with everything you have banked, or press on, which seals the next stage at that press. Nothing is paid until you surface: the haul is banked, and a fall loses the lot.

The record holds you and the clock keeps rivals off, the ring’s own laws: while a delve is on your record the whole Shore is shut but the Wickhouse and the Tidewatch, and while a stage’s light burns nobody can touch you. Between the reveal and the choice you are adrift, and the Pit can reach you, which is what brings a player back. You may turn back while a light burns, keeping the haul and giving up the stage unfought.

The fall#

Lose a revealed fight and you fell. The Deep keeps the whole haul, every worn priced piece comes up at the bottom of the wear scale (see The Forge), and each worn piece may be KEPT: 5% for a common, scaled down by the band’s wear resistance (a primordial at 2%). A kept piece is a WRECK: it goes into the realm’s wreck pool with its cast and forge level still on it, and every shore day has a chance of being chalked up at Old Shuckster’s as the Salvage of the Day, 20% the first day and 10% more each day after, to a cap of 90%. It sells for 50% of the catalogue price to whoever reaches it first, the owner as readily as anyone, and a cockle already carrying one of that piece cannot buy it.

The lights#

A card burns its band’s light and the one below it. Lights cannot be bought: they wash up from won fights, a slain terror pays them 8× over, the Deep’s own treasures pay them back, and every new cockle starts with 2 tallow wicks.

The six lights, common first, with their holds and drop odds
LightBandHoldPer winFor
Tallow Wickcommon2012%Lights the shortest delves; a common card burns two.
Glow-Jellyuncommon126%Lights an uncommon card; burns cold for a couple of hours.
Whale-Oil Flaskrare84%Lights a rare card; a flask burns for a quarter of a day.
Drowned Lanternepic42%Lights an epic card; burns half a day on whatever it burns.
Lanternfish Eyemythic21%Lights a mythic card; sees a whole day into the black.
Coldstar Shardlegendary10.4%Lights the legendary and primordial cards; burns for days and never warms.

The beasts#

Two a band for the rotating cards, and the seven standing past them. A beast fights at its band’s terror factor and pays as a terror does; the seven fight a hair past the legendary’s.

Every beast of the Deep by band, and the level the seven rise for
BeastBandRises for
The Lamprey Knotcommonany card
The Drift Hulkcommonany card
The Salt Wightuncommonany card
The Saltglass Crabuncommonany card
The Shelf Hagrareany card
The Ninefold Eelrareany card
The Drowned Harbourmasterepicany card
The Barnacle Cathedralepicany card
The Siren's Last Notemythicany card
The Trench Mothermythicany card
The Kraken's Reachlegendaryany card
The Tortoise's Shadowlegendaryany card
The Giant Oysterprimordiallevel 60
The Last Great Tortoise of Kaltidenprimordiallevel 100
The Siren Queenprimordiallevel 150
The Krakenprimordiallevel 200
The Leviathanprimordiallevel 250
Neptuneprimordiallevel 300
Poseidonprimordiallevel 400

19 beasts in all.

The Tidebound sets#

On the Standing Shore a primordial card’s final pays a piece of the deep gear, dark, into the hold. On a Great Tide it pays a piece of the beast’s own Tidebound set instead, the next you do not own, onto the hooks with its cast WRITTEN: every die authored, never turned, drawn, recast or lit, and grown by the forge alone. Tidebound is a place, not a power level: the seven sets sit beside the primordial sets, never past them, and come home with your cockle when the Tide turns.

The seven Tidebound sets and what each is for
SetTheme
The Oyster’s Gripthe shell that closes, and keeps what it closes on
The Last Hideimpervious, and the Shore stopped asking why
The Queen’s Syllableone word, and the argument is over
The Kraken’s Countevery arm it has, and it has been counting them
The Trench Coldthe cold the Leviathan carries up, worn
The Shattered Tridentthree prongs of four, and the fourth still out there
The Whole Seathe sea, let loose, after a long deliberation