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The Wright's Shard — in-engine still

ITEMS · THE VALE

The Wright's Shard

A fragment of the broken god Vallen the Wright — a wedge of the maker's own body, carried out of the ruin at Caer Vallen and walled in a barrow so that no hand could lift it. The most dangerous thing in the Vale, because it is the only piece of a dead god that anyone can still hold.

It is not a sword and never was, though a hand closes on it as if it had always known the grip. It is a shard of Vallen the Wright — a wedge of the god of making and law, struck loose when he broke — and it is heavier than its size and colder than the barrow that keeps it, and it does not warm however long you carry it. Cut a man with it and for one breath his body forgets its own joining: the knee unlearns the knee, the grip lets go of itself, the oath the flesh swears to stand upright comes loose. That is the whole of its terror and its worth. It cannot be reforged, for no living smith knows the make of it; it cannot be melted, for it was never poured; and it cannot be left in peace, for everyone who learns what it is wants it walled somewhere their enemies cannot reach. Everything the Vale calls Old Work — every temple-bronze working dug from the ground, every device a smith envies and cannot reproduce — is someone's attempt to catch an echo of this. The Shard was never built. It is what building was trying to imitate. The Asheni sealed it in the dark and set the Barrow Prophecy over it — that it stay walled until the named one comes to bear it — which is a warding or a promise depending on who is telling you, and both tellings have gotten men killed. The full account, such as anyone dares set down, is in the reliquary text.

KIND

relic

RARITY

godlike

FOUND AT

Vallen's Barrow

ITEM TYPE

weapon

Connected

Type Fields
kindrelic
raritygodlike
found_atplace.echo-of-vallen
item_typeweapon
spawn_stats_refsunder_echo
enchantmentShock and stagger on strike
lore_texttext.the-wrights-shard
All Relationships (36)

hidden_in

references

  • The SunderingThe shard is what the Sundering left behind.
  • Galdra PyreShe covets the relic for study, not faith.
  • Lord-Holder Dravas VandahlHe believes the relic would restore his house.
  • Curate AndilHe intends the relic for Temple glass.
  • Sresha of the Silt HandsShe has a buyer for the shard.
  • Sresh-DarRelics like the shard leave the vale unlogged through its customs-house.
  • The Drowned ShrineThe shrine's pre-Sundering altar answers, faintly, to the barrow's relic.
  • Caer VallenThe weapon was raised and shattered here in the same hour; ruin and relic are one wound.
  • Grave LurkerIt retreats from the relic's hum toward the outer halls.
  • A Traveler's Account of the Eastern HillsHe speculates about the relic in the final entry, without naming it correctly.
  • Shard-HauntThey are drawn to the shard and grow thick where it sings.
  • The Sealed ChoirTheir highest purpose: to bind the great relic under stone and name.
  • The Hollow WritProof the mandate still lives — the Writ would seal the Wright's Shard into a legitimacy it can hang men for.
  • The Wrights' HeirsThe loudest instrument anyone ever left lying around — the Resonants mean to play it.
  • quest.the-bought-oath (unresolved)The warded cargo may be the Wright's Shard moving between powers.
  • The Marrow LancesThe mercenary swing-sword of the Barrow Relic fork — they'll guard it for anyone.
  • Relic-ReadingMastery of tuning is the road to wielding the loudest echo.
  • The Far CollegeThe relic is the instrument they most want to play.
  • The Greenwake RiteApplied to the great echo, the rite is the 'fade' ending — let it sink back into the cycle.
  • The Stillwater OrderTheir answer to the relic is to want nothing it offers.
  • quest.the-kept-find (unresolved)The relic trade is what's really at stake.
  • The Assay StaffIt sings near the great echo.
  • The DrownedWhat they reached for.
  • quest.the-masters-refusal (unresolved)The echo's last offer.
  • The UnclosedThe loudest crystallized echo ever found — the relic that proves what an echo-stone can be, and what it costs.
  • quest.the-barrow-relic (unresolved)The main quest turns on the Wright's Shard.
  • A Coward's Field-Guide to the Vale's BarrowsThe guide's gravest warning: a thing that rings teaches whatever holds it to ring back — do not keep the Wright's Shard.
  • The Sworn GodsThe Wright's Shard is the largest shard of Vallen's sundered weapon — a piece of a god of the old pantheon.
  • The Mourners of the HushThe Mourners would carry the Wright's Shard to the Hushing Deep and sing it back to ash — the loudest echo in the Vale silenced at last, the wound finally allowed to close.
  • The Gaunt LedgerThe Gaunt Ledger would weigh the Wright's Shard and break it into honest shards for the trade — the Sundering sold by the ounce, the whole Vale armed and ringing for coin.
  • The Drowned ShrineThe shrine's altar and the Wright's Shard in the barrow are both pre-Sundering Imperium work from the same age — old bronze recognizing old bronze, nothing stranger than that, though the faithful say otherwise.

foreshadows

guards

  • Hollow WardenIt guards the relic's pedestal and has never moved from that radius.
  • Shard-HauntThe shard-haunt coalesces around the Wright's Shard in the deep barrow — the relic's last and worst warden.

created_by

  • Vallen, the WrightThe Wright's Shard is a shard of Vallen's own shattered weapon — a splinter of a god, which is why men killed to raise it and then shattered it again.

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The Wright's Shard — Valenfeld — Valenfeld