The Shore of Kaltiden is where the whole game happens: one stretch of coast, its places, and the keepers who run them.
The Shore of Kaltiden#
The Shore is a single stretch of tide-battered coastline where shellfish have evolved beyond all expectation. The water here is old. Every page in the game is one of its places, and every place has its keeper.
TidewatchCovePitGrottoStallForgeLeaderboardPoolsForumRockMessagesPostQuestsMarksThe Shallows of KaltidenShallowmereMereDeepThe keepers#













The Cove#
Your home on the west sand. Train stats, equip gear and check your gold. By a law older than the Pit itself, nobody enters anyone else’s cove.
Scrimshaw keeps the battle log here. Your last 10 fights are written up blow by blow, and no report is kept past 14 days. Your record, your trophies and your place on the leaderboard are kept for ever.
The cockles#
15 shells wash up on this Shore, and you pick one when you name yourself. It is your face everywhere: at the Cove, on the fight board, on the leaderboard and at the top of every message.
A shell also gives a starting boon. It is a head start, not a build: it is worth about one level, so you feel it in the first hour and stop noticing it by the fourth. It can’t be levelled, traded or lost.
Every shell is worth the same 5 starting points. One point is a skill point in a stat, 20 gold, or 20 gold of starter gear from the Shop, equipped from the first fight. A loose point you place yourself costs 1.5 points’ worth.
No two shells give the same thing, and each of the five stats leads one of them. No shell gives paper, ink or bottles. One shell, Common Cockle, starts with nothing at all and climbs the same ladder as everyone else.
| Shell | Starts with | What it is |
|---|---|---|
| +4 Elemental+1 Attack | Carries a coal. Something in it never went out. | |
| +4 Speed+1 Attack | Sees it coming. Watching the horizon is most of being quick. | |
| +4 Attack+1 Speed | All teeth. Depth perception is for cowards. | |
| +100 gold | Gold in hand. Turns up rich and unarmed, and thinks that is the right way round. | |
| Nothing at all | Nothing whatsoever. Turned up with nothing and intends to keep it that way. | |
| +4 Defence+1 Health | All spines. Hug at your own risk. | |
| Kelp Cloak+2 Defence | Wears the hat. A hat is posture you can put on. | |
| +4 Health+1 Defence | Takes a knock. Goes down beautifully and gets straight back up. | |
| +3 Health+2 Defence | Weathered. Old enough to have grown its own roof. | |
| +1 Health+1 Attack+1 Defence+1 Speed+1 Elemental | A bit of everything. Accomplished in every field and outstanding in none of them. | |
| +3 Speed+2 Attack | Never hurried. Hits first and does not appear to have moved. | |
| +3 loose points+10 gold | Has its own theory. Will decide what it is after a fight or two, thank you. | |
| Driftwood SplinterSeaweed Wrap | Dressed in salvage. Wearing somebody else's afternoon. | |
| +2 Elemental+60 gold | Loose change. Pockets you would not credit, on a thing with no pockets. | |
| +3 Attack+2 Elemental | Bites in the dark. You hear it after. |
Landmarks#
| Landmark | What is known |
|---|---|
| The Shallows of Kaltiden | The warm water where every new cockle learns to fight. |
The deeper lore#
The Shore keeps its history in fragments. There were the First Tide Wars, and the Battle of Brine’s End, where Neptune’s trident shattered. There was the Midnight Ebb, when the tide went out and Poseidon last spoke, and the Turning of Kalandra, who was not a cockle at all.
The creatures those events left behind, the Kraken, the Leviathan and the Sirens of Shallowmere, survive today mostly as the charms prised off them. Each charm’s own story travels with it, on its card.