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.
| Band | Holds you | Stages | Fathom’s fee | Burns | Finish bonus |
|---|---|---|---|---|---|
| common | 30 minutes | 3 | 2 wins’ gold | 2 tallow wicks | 4 wins’ gold, and the XP |
| uncommon | 2 hours | 4 | 4 wins’ gold | 1 glow-jelly and 1 tallow wick | 7 wins’ gold, and the XP |
| rare | 6 hours | 5 | 7 wins’ gold | 1 whale-oil flask and 1 glow-jelly | 12 wins’ gold, and the XP |
| epic | 12 hours | 6 | 12 wins’ gold | 1 drowned lantern and 1 whale-oil flask | 20 wins’ gold, and the XP |
| mythic | 24 hours | 7 | 20 wins’ gold | 1 lanternfish eye and 1 drowned lantern | 32 wins’ gold, and the XP |
| legendary | 2 days | 8 | 32 wins’ gold | 1 coldstar shard and 1 lanternfish eye | 50 wins’ gold, and the XP |
| primordial | 7 days | 10 | 80 wins’ gold | 2 coldstar shards and 1 lanternfish eye | 120 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.
| Light | Band | Hold | Per win | For |
|---|---|---|---|---|
| common | 20 | 12% | Lights the shortest delves; a common card burns two. | |
| uncommon | 12 | 6% | Lights an uncommon card; burns cold for a couple of hours. | |
| rare | 8 | 4% | Lights a rare card; a flask burns for a quarter of a day. | |
| epic | 4 | 2% | Lights an epic card; burns half a day on whatever it burns. | |
| mythic | 2 | 1% | Lights a mythic card; sees a whole day into the black. | |
| legendary | 1 | 0.4% | 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.
| Beast | Band | Rises for |
|---|---|---|
| common | any card | |
| common | any card | |
| uncommon | any card | |
| uncommon | any card | |
| rare | any card | |
| rare | any card | |
| epic | any card | |
| epic | any card | |
| mythic | any card | |
| mythic | any card | |
| legendary | any card | |
| legendary | any card | |
| primordial | level 60 | |
| primordial | level 100 | |
| primordial | level 150 | |
| primordial | level 200 | |
| primordial | level 250 | |
| primordial | level 300 | |
| primordial | level 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.
| Set | Theme |
|---|---|
| The Oyster’s Grip | the shell that closes, and keeps what it closes on |
| The Last Hide | impervious, and the Shore stopped asking why |
| The Queen’s Syllable | one word, and the argument is over |
| The Kraken’s Count | every arm it has, and it has been counting them |
| The Trench Cold | the cold the Leviathan carries up, worn |
| The Shattered Trident | three prongs of four, and the fourth still out there |
| The Whole Sea | the sea, let loose, after a long deliberation |
