A hazy vista over the Vale from a high overlook
The world of Valenfeld

A god broke here, and the land still rings.

Valenfeld is a ringing continent in the long shadow of a dead empire — from the silt-grey Vale where you begin, out to the ash country under a living fire-mountain, the drowned lake, and the cold rampart where the world broke. The dead don't lie quiet here, and the old catastrophe never stopped echoing. This is its myth, its peoples, and the powers fighting over what the Sundering left behind.

The Sundering

The old catastrophe that left the Vale ringing.

In the deep past a god was broken. Its weapon shattered, and a shard of that weapon — Sunder's Echo — was buried where the god fell; the grave became the barrow above the frontier town of Valenfeld. The breaking did not end. It left the whole Vale ringing.

The dead linger here as echoes: the past refusing to fall silent. Most you only hear. A rare few crystallize into echo-crystal you can hold — and those hold real power, at a price. Carry a crystal too long and you begin to ring on your own. Followed far enough, the Long Ring is how the living become echoes, and how the barrows fill with wights.

Every faction in the Vale is, underneath, an answer to one question: what do you do about the echoes — silence them, study them, sell them, let them fade, or want nothing from them at all?

The Sundering

The ancient breaking of a god whose weapon-shard became Sunder's Echo and whose grave became the barrow above Valenfeld. The breaking never fully stopped.

The Shore Arrival

During the Sundering, something walked out of the sea onto the Emberwaste's lava shore and never returned — only burn-marks where it went inland.

The First Sealing

The Sealed Choir's founding act: the first great echo bound 'under stone and name', proving their silencing craft could hold.

The Stilling of the First Note

The first proof an echo could be held instead of feared — a Listener stilled her own noise and rang at a dead note's pitch. The Listening College's origin.

The Ash Famine

A years-long crop failure that broke House Redran's surplus and drove the first Ashlander encroachments onto the silver road.

The Silver Collapse

The flooding and abandonment of House Redran's primary silver mine — halving its income and beginning its public decline.

The Spur Sealing

Sixty years ago Lord Redran's grandfather shut the lower halls of the Sered Catacombs — and a few servants still keep a duty the house won't admit exists.

The Barrow Schism

The tribal split over whether the prophecy permits the named one to be an outlander — the dispute that exiled Dreva Velthys.

The Ringing of the Deep Listeners

The cautionary tragedy: the first Listeners to tune past the forbidden line began to ring even in silence, and slowly stopped being themselves.

The Waking of the Seat

Recent and unfinished: a Resonant expedition pushed into Caer Vallen to sound its deepest resonators — and woke the Vallen Sentinel.

The continent

The ring runs the whole land.

What began in the Vale spread outward. The Sundering's echo reaches from the frontier basin to the ash country, the drowned lake, and the cold rampart where the empire fell — and every mile of it is crossed on foot.

The Vale's heart

Frontier basin

The silt-grey basin where you begin — Valenfeld town in the long shadow of the barrow that holds Sunder's Echo, ringed by the wind-scoured eastern hills.

The Sered Spur

Dying upland

The grass-shouldered crag west of the Vale where House Redran has clung since the Imperium fell — a half-ruined dynastic seat above catacombs where not all the dead rest.

The Eastern Crags

Mesa highland

A country of mesas and dead-end gorges threaded by the old barrow road, where the dusk-wind hums an almost-word and the Urshilaku read the land to navigate it.

The Emberwaste

Ash country

A black-basalt killing country of ash drifts and fumarole fields, ruled from above by the Emberthrone — a living fire-mountain with a lava lake burning in its crown.

The Mirrenmere

Drowned lake

The green inland sea of the south shore — home of the scaled Hessk, the free-port of Sresh-Dar, and shrines you swim down into when the tide bares the sunken stair.

The Northern Rampart

Stone & ruin

The cold stone country of the Stoneborn, who quarry the bones of the dead Imperium. Beneath it lies Caer Vallen — the shattered seat where the Sundering broke.

The peoples of the Vale

Seven bloodlines, one ringing land.

Each people carries the Sundering differently — some hear the Note in their marrow, some it slides right off. How you're born shapes how the echoes touch you.

Old blood of the ash

The Asheni

Grey-skinned, ember-eyed old blood of the Vale — kin to the fallen Vallen Imperium and the wandering Urshilaku. The Sundering is written into them: ash in the skin, the Note in the marrow.

They hear the Note plainly

The Vyr

Tall, pale echo-kin born hearing the whole broken chord where others catch only a name on the wind. They built the Listening College and tune echo-crystal the rest must fumble with — but the gift wears the body thin.

Trust metal over magic

The Stoneborn

Short, broad, deep-voiced folk of the Northern Rampart who quarry the bones of the dead Imperium. They trust worked metal over any spell — the Note slides off granite, and off them.

Rootless and quietly lucky

Humankind

The latecomers — settlers, sellswords, and ledger-clerks drawn by the dead Imperium's silver, plus the hard river-folk of the Northern Reach. Rootless, adaptable, and lucky.

Cold can't touch them

The Korl

The big folk of the high passes, a head and shoulders over any settled man, older stock than the Imperium that tried to wall them out. Cold doesn't touch them; fine spellwork mostly defeats them.

They breathe the green water

The Hessk

Scaled, cold-blooded folk of the drowned valley who breathe the green water of the Mirrenmere as easily as air. The drowned shrines hold no terror for a people who can sit on the bottom and wait.

Born seeing in the dark

The Reshi

Tawny-furred, night-eyed caravan folk who came up the southern roads with the salt and the silk and never quite left. They keep the long roads and the quiet trade, and see in the dark by birth.

Factions

Six doors into the relic war.

Every faction is an answer to one question: what do you do about the echoes? Six of them are also how you play — each guild is a different path through the same world, for a different kind of character.

Plays as · Stealth

The Finders

Guild

The Gaunt Ledger's relic-thieves and information-brokers — the guild that knows where everything is, and the way in for a thief.

Plays as · Arcane

The Listening College

Guild

Sorcerer-scholars who would learn the Sundering's song and, in the end, play it. The arcane player's door.

Plays as · Martial

The Marrow Lances

Free company

The neutral sword every power in the Vale hires and none of them trusts — the martial player's door into the relic war.

Plays as · Wild

The Greenwake

Guild

Druids and rangers who'd let the echoes fade back into the cycle rather than bind, sell, or wield them.

Plays as · Faith

The Sealed Choir

Faith

A militant reform faith that holds the echoes are a sickness — the past refusing to die — to be bound and silenced by sacred craft.

Plays as · Unarmed

The Stillwater Order

Order

Ascetic monks whose answer to terrible found power is to want nothing — and so the only faction beholden to no power.

And the powers they answer to

The Gaunt Ledger

Syndicate

Relic-runners and echo-brokers who'll weigh anything the Sundering left behind — Sunder's Echo included — and pay without a flicker.

The Silt Hands

Criminal

Coastal smugglers who'd sell the relic to whoever pays, and the law to whoever pays more. They run the free-port of Sresh-Dar.

House Redran

Great House

The failing minor Great House clinging to Valenfeld's silver rights — all banners and no coin.

The Ashen Temple

Temple

Soft orthodoxy that wants the relic studied, sanctified, and locked away — for everyone's good, they insist.

The Mourners of the Hush

Order

Grief-keepers who tend the Vale's restless dead and want the echoes — Sunder's Echo included — sung back to silence.

The Urshilaku-of-the-Vale

Tribe

Nomads who hold the barrow sacred and the settlers profane — keepers of the relic's oldest name.

The Resonants

College

Scholar-sorcerers who mean to wield the echoes, Sunder's Echo most of all, whatever it costs.

The Hollow Writ

Administration

Frontier officers enforcing the law of a capital that may not exist anymore — betting everything on proof the old mandate still rings true.

The cracks within

Almost no one agrees with the faction above them.

Every power in the Vale is splintering from the inside. Beneath the banners are dozens of cells and heresies — the ones who'd wake what the rest are sworn to keep asleep. A handful of the cracks:

The Unsealing

from the barrow-keepers

Heretics who believe Sunder's Echo was never meant to sleep — and work, in the dark, to wake it.

The Bellwakes

against the Mourners

Defiers who steal into the bell-haunted deep to RING what the Mourners spent lifetimes singing into silence.

The Deep Listeners

within the Listening College

Scholars who tune themselves so far into the echoes that they begin, slowly, to become one.

The Free Finders

within the Finders

The splinter that keeps the best finds instead of fencing them — quietly skimming the Gaunt Ledger it answers to.

The Broken Lances

within the Marrow Lances

The rot in the free company — a mutinous wing taking better coin mid-contract and selling out the oath.

The Iron Cantors

within the Sealed Choir

Zealots who would seal not only the echoes but the living people the echoes have touched.

Notable places

Where it all takes place.

From the frontier town under its barrow to the Imperium vault where the world broke — towns, holds, ruins and hidden markets strung across the continent, all crossed on foot.

Caer Vallen

Imperium vault

The shattered seat of the Vallen Imperium under the northern Rampart, where the Sundering broke and Sunder's Echo was raised and shattered in the same hour — and where the Vallen Sentinel has now woken.

Ashfall Town

Ash-country outpost

A dozen ash-brick buildings at the end of the old Imperium road, permanently hazed by the Emberthrone — the only real foothold in the Emberwaste.

Valenfeld

Frontier town

A silt-grey frontier town in a flat basin, clinging to silver rights and the barrow's long shadow. Where you begin.

Highbridge

Crossing-town

The Vale's great crossing-town, terraced above the Vellen gorge where the imperial span carries every road east. The hub where the Lances, the College and the Finders all keep a hall.

Sresh-Dar

Free city

The Silt Hands' walled free-port on the south shore of the Mirrenmere — the Vale's only real city, answering to no banner but its own ledger.

Vellenmouth

Fishing village

A reed-and-plank fishing village on stilts where the Vellen spends itself into the lake, quietly in the Silt Hands' pocket.

The Eastern Hills

Wilds

Wind-scoured ridges east of town, hiding the Echo of Vallen and older, hungrier things.

The Driftmarket

Black market

A hidden black-market under the Vellenmouth wharves where the Gaunt Ledger fences echoes, relics, and worse — bright, busy, and quietly armed.

Relics & figures

What everyone is fighting over.

Power here is a thing you find, not a bar you fill — and the greatest finds are named, fixed, and singular. A handful of what waits in the dark:

Sunder's Echo

The relic

A shard of the weapon that broke a god and then broke its keeper, humming in the dark of the barrow. Every power in the Vale wants it.

Imperator's Word

Legendary blade

The longsword the last Imperator of Vallen drew as his city came down — a blow begun at the instant of the Sundering and, in the echo set into the blade, never quite finished falling.

Oén's Empty Bowl

Stillwater relic

A begging bowl whose entire power is that it wants nothing — and teaches its carrier, for a while, to want nothing either. Echoes find no purchase in a hand that isn't reaching.

Draught of Stillsap

The only brake

Amber sap distilled by the Sap-Drinkers — the one known brake on the Long Ring. It quiets the ringing in a crystal-carrier's bones, and roots the drinker a little deeper every dose.

Corr Ash-Tongue

The First Unhushed

The long-dead gravesinger who sang himself past death rather than into it — the first to bear the Ash-Tongue name, and the lich enthroned at the top of his own stair.

The Cantor's Half-Note

Echo-crystal

A shard holding half of a binding that was never finished — a Mourner's last note, cut off mid-breath. It steadies a mind the dead are trying to crowd out.

Step into the Vale.

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