The Wyrd Conclave

The Wyrd Conclave

"A bargain? Oh, how delightful. Do read the fine print."

Faction Overview

The fae do not declare war. They simply appear, and settlements die. Tricksters, oath-keepers, and reality-benders who find the post-apocalypse endlessly amusing. Masters of bargains and contracts, they pilot Caskets woven from living wood and crystal, bending space and stealing faces with equal ease.

"The world ended? How delightful. Now we can truly play." -Fae Philosophy

Core Mechanic: Bargain Tokens

The Wyrd Conclave manipulates reality through Bargain Tokens...a resource earned by making deals and spent to warp reality itself.

Bargain Token Economy

Reality-Bending Abilities

Playstyle

1. REALITY BARGAIN (Token Generation)

Frame Type: Scout (6 SP per turn)

Complexity: Very High (meta-manipulation, rule-breaking mechanics)

Strategy: Reality-bending control through illusions, teleportation, and temporal manipulation. Force enemies into bargains with hidden costs. Steal identities and abilities. Rewrite combat outcomes through time manipulation. Every mechanic breaks normal game rules...high skill ceiling, extremely rewarding when mastered.

Win Conditions

Key Casket Types

Fae Blade (Primary Weapon, 6 cards, 1 Equipment Slot)

Signature Cards

Faction Cards (Choose 6 from 10)

Primary Weapon: Whisperblades (12 cards)

Secondary Equipment (Choose 6 from 5)

Support Units

Starter Units (Choose 1)

Unlockable Units

Mirror Shield (Secondary Equipment, 3 cards, 1 Equipment Slot)

Bargain Sigil (Accessory, 3 cards, 1 Equipment Slot)

Recommended Builds

Build #1: Mirror Assassin (Scout Frame, 29 cards)

Playstyle: Teleport behind enemies, steal tokens, phase strike to escape. Maximum mobility.

Build #2: Ability Thief (Assault Frame, 33 cards)

Playstyle: Copy 3 enemy abilities, use them better than they do. Mid-range generalist.

Build #3: Contract Enforcer (Heavy Frame, 34 cards)

Playstyle: Tank that forces enemies into bad choices. Survive long enough to curse everyone.

Build #4: Reality Bender (Fortress Frame, 37 cards)

Playstyle: Maximum versatility. Generate tokens, teleport, copy abilities, hold objectives.

Notable Figures

Mockingbird (The Mirthless)

A fae noble who wears stolen faces like masks. They change identity mid-conversation, speaking in the voices of your dead loved ones. Mockingbird finds tragedy hilarious and comedy tragic. They pilot "The Masquerade" - a Casket that reflects what you fear most.

The Bargain-Keeper

An ancient fae contract lawyer who enforces deals made centuries ago. Appears in settlements demanding payment for oaths their ancestors swore. Those who refuse? Their shadows are taken as collateral. The shadow-less cannot enter buildings or cast reflections. They fade within a year.

Lady Shimmer-In-Twilight

A fae duchess who treats war as theater. She narrates battles like a play, critiquing combatants' performances. "Poor form! That parry lacked panache. Two stars." If you displease her, she erases you from memory - everyone forgets you existed.

Faction Relations

Faction Status Notes
Church of Absolution HOSTILE Church considers fae "demons from beyond Veil." Fae find Church dogma hilarious.
Dwarven Forge-Guilds DISTRUSTFUL Dwarves hate fae tricks. Fae prank Dwarven forges for entertainment.
The Ossuarium NEUTRAL Fae fascinated by undeath as "creative loophole to mortality rules."
Elven Verdant Covenant DISTRUSTFUL Elves remember pre-Veil fae invasions. Fae mock elven seriousness.
Nomad Collective FRIENDLY Nomads trade stories for safe passage. Fae respect good storytellers.
The Exchange NEUTRAL Fae trade in favors, not Credits. Exchange finds them unprofitable.
Vestige Bloodlines DISTRUSTFUL Fae view mutations as "ugly evolution." Vestige hate fae arrogance.
Emergent Syndicate NEUTRAL Fae study Syndicate transformation as "fascinating experiment."
Crucible Packs DISTRUSTFUL Volcanic honor code clashes with fae trickery. Mutual contempt.
Draconid Remembrance HOSTILE Fae time manipulation offends Draconid linear historical records.

Lore: The Uninvited Guests

Origins: Refugees from Sanity

The fae are not from Earth. They are from the Feywild - a parallel dimension where physics is polite suggestion and causality is a rude joke. Before the Sundering, the Veil Accords kept them contained. The Material World was boring. Predictable. Logical.

Then Theslar activated The Engine (Year 0). Reality tore. The Veil shattered. For the first time in millennia, the Feywild and Material World bled together. The fae poured through like water through a cracked dam.

They found a broken world. Cities in ruins. Survivors desperate. Magic running wild. To the fae, it was paradise. Finally, the Material World was interesting.

Philosophy: The Game Must Continue

The Wyrd Conclave does not want to "win" the war. Victory is boring. They want the game to continue indefinitely. They sabotage peace treaties, resurrect defeated factions, and keep conflicts balanced. If one side gets too strong, the fae help the underdog - not out of mercy, but to prolong the entertainment.

To a fae, mortals are chess pieces. Watching you struggle, suffer, and die is delightful. They make deals knowing you'll fail. They offer help that makes things worse. They're not evil - they're amoral. Your pain is their comedy.

The Shimmerlands: Territory of Madness

Where the Feywild overlaps with the Material World, you get the Shimmerlands - zones where reality is negotiable. Gravity shifts direction. Colors taste like sounds. Your reflection argues with you. Clocks run backwards on Tuesdays.

Mortals who enter Shimmerlands rarely return unchanged. Some forget their names. Others return speaking in riddles. A few come back improved - faster, stronger, cursed with knowledge they didn't want. The fae call it "enlightenment." Mortals call it madness.

Major Events

Year 3 - The First Bargain

A desperate Church commander, surrounded by Abominations, accepted a fae bargain: "We'll save your battalion in exchange for one favor, to be called in later." The fae saved 200 soldiers. Fifty years later, they called in the favor: "Kill the Church's High Cardinal." The commander did. The Church has never trusted the fae since.

Year 89 - The Court of Stolen Children

The fae established the Court of Stolen Children - a territory where they raise human orphans as their own. These "Changelings" grow up thinking they're fae. They pilot Caskets made of living wood and crystal. The Church calls them abominations. The fae call them "adopted family." The Changelings? They don't know what they are.

Year 287 - The Prank War

A Dwarven engineer insulted a fae duchess, calling her "frivolous." She declared a Prank War. For six months, Dwarven forges produced cursed weapons: swords that sang lullabies mid-swing, shields that apologized when hit, Caskets that only moved backwards. The Dwarves sued for peace. The duchess accepted their surrender... and turned their king into a teapot for a year. "He needed to learn humility."

Year 412 - The Bargain of Names

The Exchange tried to negotiate a trade agreement with the Wyrd Conclave. The fae agreed - in exchange for "a name." The Exchange Guild Proctors thought they meant a signature. The fae meant their actual names. Three Guild Proctors lost their names that day. They still exist, but no one remembers them. Records erase themselves. Faces blur in photographs. They are ghosts in their own lives.

Current Goals (Year 437)

The Wyrd Conclave wants the war to last forever. They secretly fund losing factions, leak intelligence to underdogs, and assassinate leaders who sue for peace. War is their entertainment. Peace would end the game.

However, a troubling development: The Engine's instability is growing. If it explodes, reality might stabilize. The Shimmerlands could close. The fae would be trapped in the Material World - or worse, sent back to the Feywild. For the first time in centuries, the fae are worried.

Some fae want to stabilize The Engine (to keep their playground intact). Others want to detonate it (to see what happens). The Conclave is fractured. Civil war is brewing. And when the fae fight each other? Reality itself takes sides.

Schisms & Renegade Courts

The Wyrd Conclave has always been fractured...fae politics are labyrinthine bargains and betrayals. These Schisms enable mirror matches...Wyrd vs Wyrd, trickster vs trickster. Both sides wield reality-bending power, but their rules of theater differ profoundly.

The Debt-Bound (Renegade Court)

Ideology: ALL interactions are bargains. Even breathing requires payment.

Schism Event: The Contract Famine of Year 276 - Bargain-Keeper Lireth declared that Wyrd fighting WITHOUT formal contracts was "theft of reality's fabric." She refused to aid allies unless they signed blood-pacts first, causing mass casualties when her Pack abandoned comrades mid-battle. The Conclave exiled her, but the Debt-Bound Court thrives in the shadows, enforcing "total contract economics."

Philosophy:

Visual Distinction: Debt-Bound Caskets are covered in contract-scrolls, obsessive tally marks, and hyper-formal fae livery. They keep meticulous ledgers of every favor owed/given, turning warfare into bureaucracy.

Tactical Differences:

Why They Fight the Wyrd: Debt-Bound view mainstream Wyrd as "diluting sacred contracts with casual trickery." When they clash, it's economic warfare: "You give power freely like fools. We enforce the ancient laws...all reality is debt."

Gameplay Note: Use standard Wyrd deck, but roleplay extreme transactionalism. Debt-Bound NEVER help without extracting payment (flavor only), hoard resources like misers, and treat every action as a binding contract.

The Face-Thieves (Rival Court)

Ideology: Why create illusions when you can BECOME your enemy permanently?

Schism Event: The Dwarven Infiltration of Year 389 - Changeling operatives replaced 12 Dwarven pilots by stealing their faces and memories permanently, living as them for years. When discovered, the victims were already dead...their identities consumed. The Wyrd Council banished the Face-Thieves for "crossing into true murder" (fae don't kill, they trick). The outcasts claim "why return what you steal? Keep the best masks forever."

Philosophy:

Visual Distinction: Face-Thief Caskets are covered in enemy faction insignias, collected identity markers, and chaotic mix of stolen aesthetics. They're walking identity museums...horrifying collages of consumed personas.

Tactical Differences:

Why They Fight the Wyrd: Face-Thieves view mainstream Wyrd as "cowards hiding behind temporary tricks." When they clash, it's existential: "You play dress-up and call it power. We CONSUME identity itself...we don't wear masks, we eat souls and become them."

Gameplay Note: Use standard Wyrd deck, but roleplay identity-consuming philosophy. Face-Thieves treat mimicry as permanent theft (flavor only), collect "trophies" from kills, and embrace being predators among tricksters.

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