Game Lore
✖ Game Lore
You have arrived
You wake up. Is this the first time you've ever woken up or the millionth? It hardly matters, everything is foggy at first before slowly building to a sense of where you are. The smell of salt and copper is strong in the air, and the ground below you is swaying. No, not ground, but the wooden planks of a small vessel. When you look up and out, do you see an endless sky with no hint of the horizon, just clouds and infinity? Or are you one of those who sees the wine-dark sea with all of its terrible threats and violent temper? One thing is sure, you see the Ferryman. He has been waiting. There are things to explain.
You are blessed, you see, as one of those chosen by the Ancient to go on a quest to redeem yourself while exploring the infinite islands of her domain. As one of the Travelers, you will become great. Or at least not as terrible as you have been. In return, you will be given the chance to save your world and return home or become a permanent member of the Endless Isles.
There are paradises here, after all.
But what if you fail? Did you speak the question out loud or was it one of your fellow passengers? The Ferryman's terrible attention sharpens, and there is a movement beneath its bright robes that makes you realize deep in your gut that just because something has the rough shape of a human doesn't mean it is one. The gaze is pitying in the same way a farmer pities their herd before necessary culling. Sometimes terrible decisions have to be made when you are responsible for many. If you fail, there will be consequences.
For you. For everyone.
There is an uncomfortable pause before the Ferryman suddenly returns to his practiced speech for new arrivals. The threat abates for the moment, but the memory will not. It's not supposed to.
During your time on the islands, you will meet others going on their own journeys. You will know Travelers by the obsidian and metal bands on their wrists or perhaps from memories of your own reality. Remember, he reminds you in a tone meant to both soothe and threaten, that all Travelers are here to grow and become better. Bringing up your knowledge of their past is taboo. Doing so without permission may have potential consequences. There are many universes and every Traveler is already walking the line between reform and annihilation. Let that be enough.
You learn that you will have two months on each island. One month for the challenge and one month for the rest. You will find that each island has sacred spaces open only to Travelers. The Guardians of those places will guarantee you food, water, and shelter without harm. During your first month and during the rest months, the way to the High Temple will open to you. There are secrets and rewards in those halls for those who earn them.
In two months, he will return to carry you to the next islands. To the next challenge and opportunity.
Jump to...
✖ The Islands' temples
✖ The ScryWatch
✖ The inhabitants of the Isles (NPCS)
↳ The Ancient
↳ The Ferryman
↳ The Chef
↳ Temple Guardians
↳ The Ancient's Flock
↳ The Ancient's Lantern
↳ The Voice
The Islands' Temples
Every Island has its own temple, a sacred liminal space where Travelers can stop to rest and refuel while on their journey. After all, it's difficult to prioritize personal growth when you have to worry about your next meal or where you're going to sleep at night.
On your first Island and during the rest months, you will have access to the Ancient's High Temple. After that, challenge months will bring a twist on the offering. You see, no two temples are the same. They reflect the spirit and nature of the Isles themselves.
Some are beautiful, works of art with filigree and sumptuous details, rich in resources and generous in portions. You might even find luxuries like hot springs and individual bedrooms. Others are sparse, spartan, even. Rock stacked into a shelter, bread, water, and a blanket to sleep on. You're not obligated to stay at any of them, of course, and there have certainly been those who have tried to claim ownership of some of the more luxurious accommodations.
They forgot to ask if there were temple guardians. There are Temple Guardians, and there are always consequences here.
Point of Interest: the High Temple
This place feels like home. Like all the things that home can mean. Like safety, like caring and comfort, like rest, like dark things hidden by a shining surface, like high expectations, like fear, like violence. Everything is beautiful here. Everything is ancient.
This place is the High Temple, and it is where you will find what you need to survive your ordeal.
There is a presence here, and depending on your actions, you may just feel its constant protective gaze. But maybe you've done something fantastic, or horrible, and one of the guardians who wander the shadowed halls will come to speak to you personally. Maybe you'll even get to speak to the Ancient herself.
In the meantime, wander the shadowed hallways in search of the necessities. There's a beautiful public bath if you're a bit of a mess with plenty of soap and hot water that never runs out. If you're hungry, you have the option of loading up your packs on stable staples that will carry you through in the supply room or you can try the mess hall if you're looking for something hot and fresh. You probably don't want to see the thing that cooks all the meals, but the variety and quality can't be denied. When you're ready to sleep, you are welcome to find a cell of your own, complete with a comfortable bed that might fit more than one if you're willing to get close. Otherwise, bigger groups are welcome to take over one of the bunk rooms. There are stone lockers set along the halls by the sleeping quarters - each character may use one to store items accumulated on the islands.
Sad as it is to stay you can't stay here forever. Well, not if you want to see your ScryWatch change. So grab a supply pack on your way out. It's got a utility knife, rope, a bedroll, a few days of provisions, and an extra pair of socks. It's funny how many ways socks can come in handy.
The High Temple will be here when it is time for rest. The High Temple is always here, even if the gate is closed.
The ScryWatch
A seamless band of metal encircles the wrist of every new arrival embedded with a flat obsidian disk. Stare at the polished surface for more than a brief moment and a color flashes in the depths. The color hints at an accounting of how much work each of those chosen for the journey has to do before they can end their journey after having resolved their issues. Travelers who don't want other people knowing how deep a hole they've dug for themselves may choose to cover their wrists for privacy or protection.
The scrying surface also works as a means of communication among Travelers. Touch the band and speak the Traveler's name to send a message or start a conversation. Say Travelers instead, and send the message to all.
Because the ability to become great is not limited by physical ability, the ScryWatch offers accommodations that include but are not limited to: universal translation, braille, text to speech, and texting options.
There are those that say the Scrywatch also offers an easy way to track Travelers and that the Ancient one has used them to deliver important messages. But those are just rumors. Right? For a more detailed explanation of the ScryWatch, see here.
The Islands' Temples
The denizens of the Isles are as strange and varied as the islands themselves. This is an accounting of those with recurring and important roles.
The Ancient *
She is the power behind the Endless Isles. A primordial force with hints of the divine, the Ancient is the power that demands the sacrifice of the Travelers and their journey while providing all they need to survive the trail. She seems to have a particular fascination with emotionally repressed heroes and villains who are clearly in need of social connections, but anyone in need of some emotional and/or social growth might draw her loving attention. It is in her nature to push for rehabilitation and second chances for all those in her tender care, but be wary of the consequences of invoking her tough love. There is nothing human in Her, and She has a very different understanding of kindness and mercy even for those She loves best.
If you seek to learn more about the Ancient, explore the High Temple.
The Ferryman *
Clothed in shining bright cloak from head to toe, few have seen the full physical aspect of the ferryman and lived to tell the tale. Don't ask them to describe him, though, the screaming leaves them hoarse for days.
He is nearly as ancient as the Isles themselves and unwaveringly reliable, though there is a rumor of a predecessor who fell from grace after failing at an aspect of his calling. This is likely only a rumor, but it never quite goes away.
His ship is ancient and strange and seems to have no problem with the fact that it teeters between realities of existing in strange waters or an endless sky. The Ferryman certainly never seems to get queasy but is definitely aware of both realities simultaneously.
He will do his best to answer any questions that his passengers might have, but is bound to the Power that is, and, well, doesn't quite see the world or reality the same way most Travelers do.
The Chef (at the High Temple) ^
Look, you really don't want to know. It's just, well, some things are better staying unknown. Don't get us wrong, we don't have anything against tentacles, strange body hair, or unpredictable body types. That's not even the issue here. You just really don't want to know. We promise. Things were so much worse before the Ancient one gave the Chef the ability to become invisible at will.
Also, the Chef is a giant sweetheart who never did anything bad to anyone who didn't deserve it, which is more than can be said about most beings. Try not to be so judgemental. At this rate, you'll never learn about the secret donuts.
The Temple Guardians ^
Each temple contains its own retinue of small, adorable creatures that are to all appearances harmless, even welcoming until you notice the strange ways their shadows move. Speak respectfully, treat the temples with care, and cause no harm to other Travelers within the temple walls and you will never find out the strange and threatening shapes they carry underneath their skins. Do otherwise, and you may find your journey coming to an early end.
The Ancient's Flock ^
If you look into a cloudy sky, whether it has a horizon or is endless, you're bound to hear something from the locals about the Ancient grazing her flock. It sounds lovely and local and quaint until someone tries to leave their island a little early by the sky. Then the locals start running for shelter.
The Flock is composed of storm spirits that look like translucent racka sheep with fangs. They run through the sky as easy as level land and lightning and rain follow in their wake. Their bodies are insubstantial and unable to be affected by the magic, bodies, or powers of Travelers, but their teeth and lightning are real enough. They work to hunt attempted escapees like a pack of wolves until one of them successfully devours them whole. Once devoured, the escapee will find themselves magically electrocuted into insensibility until they are excreted back on the island, more or less whole. Minus a bite or two.
The Ancient's Lantern ^
The warning comes when a soft light starts to grow in the wine-dark sea, and if you look at it for too long, you will feel yourself start to grow hypnotized. The light is beautiful, soft and tinged with a delicate blue as it grows in intensity until you are blinded by it. This is a kindness considering the giant mouth with teeth like spears that follow after, swallowing you whole and half drowning/suffocating you into unconsciousness.
If you ask the ones who find you, and they weren't hypnotized by the light, they might describe the city-sized angler fish who spat you back onto the beach with no care or kindness and none of the supplies you left with.
The Voice *
The Voice of the Ancient is the liaison between Travelers on the Isles and the Ancient power behind their journey. Significantly more human in tone and understanding, they are what happens when a being has to bridge the very fallible beings on redemption arcs and an ageless divine power that wants them to grow.
So far, the Voice has only been available to the Travelers through their ScryWatch where it seems to be looking to take on the role of relaying extra information and cheering them along. It is unclear to what extent the Voice is aware of or willing to communicate with Travelers, but they sure do seem positive and chatty so far.
You wake up. Is this the first time you've ever woken up or the millionth? It hardly matters, everything is foggy at first before slowly building to a sense of where you are. The smell of salt and copper is strong in the air, and the ground below you is swaying. No, not ground, but the wooden planks of a small vessel. When you look up and out, do you see an endless sky with no hint of the horizon, just clouds and infinity? Or are you one of those who sees the wine-dark sea with all of its terrible threats and violent temper? One thing is sure, you see the Ferryman. He has been waiting. There are things to explain.
You are blessed, you see, as one of those chosen by the Ancient to go on a quest to redeem yourself while exploring the infinite islands of her domain. As one of the Travelers, you will become great. Or at least not as terrible as you have been. In return, you will be given the chance to save your world and return home or become a permanent member of the Endless Isles.
There are paradises here, after all.
But what if you fail? Did you speak the question out loud or was it one of your fellow passengers? The Ferryman's terrible attention sharpens, and there is a movement beneath its bright robes that makes you realize deep in your gut that just because something has the rough shape of a human doesn't mean it is one. The gaze is pitying in the same way a farmer pities their herd before necessary culling. Sometimes terrible decisions have to be made when you are responsible for many. If you fail, there will be consequences.
For you. For everyone.
There is an uncomfortable pause before the Ferryman suddenly returns to his practiced speech for new arrivals. The threat abates for the moment, but the memory will not. It's not supposed to.
During your time on the islands, you will meet others going on their own journeys. You will know Travelers by the obsidian and metal bands on their wrists or perhaps from memories of your own reality. Remember, he reminds you in a tone meant to both soothe and threaten, that all Travelers are here to grow and become better. Bringing up your knowledge of their past is taboo. Doing so without permission may have potential consequences. There are many universes and every Traveler is already walking the line between reform and annihilation. Let that be enough.
You learn that you will have two months on each island. One month for the challenge and one month for the rest. You will find that each island has sacred spaces open only to Travelers. The Guardians of those places will guarantee you food, water, and shelter without harm. During your first month and during the rest months, the way to the High Temple will open to you. There are secrets and rewards in those halls for those who earn them.
In two months, he will return to carry you to the next islands. To the next challenge and opportunity.
Jump to...
✖ The Islands' temples
✖ The ScryWatch
✖ The inhabitants of the Isles (NPCS)
↳ The Ancient
↳ The Ferryman
↳ The Chef
↳ Temple Guardians
↳ The Ancient's Flock
↳ The Ancient's Lantern
↳ The Voice
The Islands' Temples
Every Island has its own temple, a sacred liminal space where Travelers can stop to rest and refuel while on their journey. After all, it's difficult to prioritize personal growth when you have to worry about your next meal or where you're going to sleep at night.
On your first Island and during the rest months, you will have access to the Ancient's High Temple. After that, challenge months will bring a twist on the offering. You see, no two temples are the same. They reflect the spirit and nature of the Isles themselves.
Some are beautiful, works of art with filigree and sumptuous details, rich in resources and generous in portions. You might even find luxuries like hot springs and individual bedrooms. Others are sparse, spartan, even. Rock stacked into a shelter, bread, water, and a blanket to sleep on. You're not obligated to stay at any of them, of course, and there have certainly been those who have tried to claim ownership of some of the more luxurious accommodations.
They forgot to ask if there were temple guardians. There are Temple Guardians, and there are always consequences here.
Point of Interest: the High Temple
This place feels like home. Like all the things that home can mean. Like safety, like caring and comfort, like rest, like dark things hidden by a shining surface, like high expectations, like fear, like violence. Everything is beautiful here. Everything is ancient.
This place is the High Temple, and it is where you will find what you need to survive your ordeal.
There is a presence here, and depending on your actions, you may just feel its constant protective gaze. But maybe you've done something fantastic, or horrible, and one of the guardians who wander the shadowed halls will come to speak to you personally. Maybe you'll even get to speak to the Ancient herself.
In the meantime, wander the shadowed hallways in search of the necessities. There's a beautiful public bath if you're a bit of a mess with plenty of soap and hot water that never runs out. If you're hungry, you have the option of loading up your packs on stable staples that will carry you through in the supply room or you can try the mess hall if you're looking for something hot and fresh. You probably don't want to see the thing that cooks all the meals, but the variety and quality can't be denied. When you're ready to sleep, you are welcome to find a cell of your own, complete with a comfortable bed that might fit more than one if you're willing to get close. Otherwise, bigger groups are welcome to take over one of the bunk rooms. There are stone lockers set along the halls by the sleeping quarters - each character may use one to store items accumulated on the islands.
Sad as it is to stay you can't stay here forever. Well, not if you want to see your ScryWatch change. So grab a supply pack on your way out. It's got a utility knife, rope, a bedroll, a few days of provisions, and an extra pair of socks. It's funny how many ways socks can come in handy.
The High Temple will be here when it is time for rest. The High Temple is always here, even if the gate is closed.
The ScryWatch
A seamless band of metal encircles the wrist of every new arrival embedded with a flat obsidian disk. Stare at the polished surface for more than a brief moment and a color flashes in the depths. The color hints at an accounting of how much work each of those chosen for the journey has to do before they can end their journey after having resolved their issues. Travelers who don't want other people knowing how deep a hole they've dug for themselves may choose to cover their wrists for privacy or protection.
The scrying surface also works as a means of communication among Travelers. Touch the band and speak the Traveler's name to send a message or start a conversation. Say Travelers instead, and send the message to all.
Because the ability to become great is not limited by physical ability, the ScryWatch offers accommodations that include but are not limited to: universal translation, braille, text to speech, and texting options.
There are those that say the Scrywatch also offers an easy way to track Travelers and that the Ancient one has used them to deliver important messages. But those are just rumors. Right? For a more detailed explanation of the ScryWatch, see here.
This reference should give you a general idea of where your character should fall at any given time. While the goal is to progress towards Violet, growth and healing are not linear processes. Just because two characters start at the same color doesn't mean they will progress through the spectrum at the same pace. Characters may regress at times or refuse to take the next necessary step for a while and stagnate or even move backward while others will move on towards the ultimate goal.
Red - True monsters guilty of atrocities might start here. Otherwise, this is a final warning. You've been stubbornly insisting on going down the wrong path and consequences are coming.
Orange - Starting point of your average villain. Yes, you may have killed some people and done some horrible things, but there's still room to hope that you can find some way to contribute to the world. Still, you can't blame people for being wary.
Yellow - Mistakes have been made and your issues might run just a little bit deeper than most, but at this point, no one would call you irredeemable. Put in some effort, and you just might make it out of here.
Green - Starting point of the most well-adjusted Travelers. You mostly have your act together, but there are a few things that just need to be dealt with before you move along. Anyone who's made it to green is likely on their way to healing.
Blue - You've made progress that cannot be denied. Keep confronting your demons and doing the right thing by those you come across and you'll be making it to the top tier in no time. Or you could wait, just a little while. After all, who knows what really happens when you finish this journey?
Violet - You're almost home, the journey is almost done. You are tapping into the best of humanity and solving your emotional issues. The Ancient couldn't be more proud of your progress. There just one last thing to take care of before you can leave.
The Islands' Temples
The denizens of the Isles are as strange and varied as the islands themselves. This is an accounting of those with recurring and important roles.
* Mod Controlled Only | ^ Both Mod and Player Controlled
The Ancient *
She is the power behind the Endless Isles. A primordial force with hints of the divine, the Ancient is the power that demands the sacrifice of the Travelers and their journey while providing all they need to survive the trail. She seems to have a particular fascination with emotionally repressed heroes and villains who are clearly in need of social connections, but anyone in need of some emotional and/or social growth might draw her loving attention. It is in her nature to push for rehabilitation and second chances for all those in her tender care, but be wary of the consequences of invoking her tough love. There is nothing human in Her, and She has a very different understanding of kindness and mercy even for those She loves best.
If you seek to learn more about the Ancient, explore the High Temple.
The Ferryman *
Clothed in shining bright cloak from head to toe, few have seen the full physical aspect of the ferryman and lived to tell the tale. Don't ask them to describe him, though, the screaming leaves them hoarse for days.
He is nearly as ancient as the Isles themselves and unwaveringly reliable, though there is a rumor of a predecessor who fell from grace after failing at an aspect of his calling. This is likely only a rumor, but it never quite goes away.
His ship is ancient and strange and seems to have no problem with the fact that it teeters between realities of existing in strange waters or an endless sky. The Ferryman certainly never seems to get queasy but is definitely aware of both realities simultaneously.
He will do his best to answer any questions that his passengers might have, but is bound to the Power that is, and, well, doesn't quite see the world or reality the same way most Travelers do.
The Chef (at the High Temple) ^
Look, you really don't want to know. It's just, well, some things are better staying unknown. Don't get us wrong, we don't have anything against tentacles, strange body hair, or unpredictable body types. That's not even the issue here. You just really don't want to know. We promise. Things were so much worse before the Ancient one gave the Chef the ability to become invisible at will.
Also, the Chef is a giant sweetheart who never did anything bad to anyone who didn't deserve it, which is more than can be said about most beings. Try not to be so judgemental. At this rate, you'll never learn about the secret donuts.
The Temple Guardians ^
Each temple contains its own retinue of small, adorable creatures that are to all appearances harmless, even welcoming until you notice the strange ways their shadows move. Speak respectfully, treat the temples with care, and cause no harm to other Travelers within the temple walls and you will never find out the strange and threatening shapes they carry underneath their skins. Do otherwise, and you may find your journey coming to an early end.
The Ancient's Flock ^
If you look into a cloudy sky, whether it has a horizon or is endless, you're bound to hear something from the locals about the Ancient grazing her flock. It sounds lovely and local and quaint until someone tries to leave their island a little early by the sky. Then the locals start running for shelter.
The Flock is composed of storm spirits that look like translucent racka sheep with fangs. They run through the sky as easy as level land and lightning and rain follow in their wake. Their bodies are insubstantial and unable to be affected by the magic, bodies, or powers of Travelers, but their teeth and lightning are real enough. They work to hunt attempted escapees like a pack of wolves until one of them successfully devours them whole. Once devoured, the escapee will find themselves magically electrocuted into insensibility until they are excreted back on the island, more or less whole. Minus a bite or two.
The Ancient's Lantern ^
The warning comes when a soft light starts to grow in the wine-dark sea, and if you look at it for too long, you will feel yourself start to grow hypnotized. The light is beautiful, soft and tinged with a delicate blue as it grows in intensity until you are blinded by it. This is a kindness considering the giant mouth with teeth like spears that follow after, swallowing you whole and half drowning/suffocating you into unconsciousness.
If you ask the ones who find you, and they weren't hypnotized by the light, they might describe the city-sized angler fish who spat you back onto the beach with no care or kindness and none of the supplies you left with.
The Voice *
The Voice of the Ancient is the liaison between Travelers on the Isles and the Ancient power behind their journey. Significantly more human in tone and understanding, they are what happens when a being has to bridge the very fallible beings on redemption arcs and an ageless divine power that wants them to grow.
So far, the Voice has only been available to the Travelers through their ScryWatch where it seems to be looking to take on the role of relaying extra information and cheering them along. It is unclear to what extent the Voice is aware of or willing to communicate with Travelers, but they sure do seem positive and chatty so far.