Dark and ugly Shadow things
Have crippled children, thieves and kings,
On Shadow's torn and tattered wings,
Evil never dies.
When fearful desperation sings,
Each discordant letter stings,
And fear will pluck the splintered strings;
Splinter Mortis, the Death Splinter
Class - Non-Attacking Terrifier
Size - Living shadows are a peculiar lifeform. As soon as you think you have defined their edges and estimated their size, your senses usually become confounded and confused. In the same way that stars often become invisible when gazed at directly, sometimes a Shadow right in front of your face can surprise you in ghastly ways. The best way to perceive the size and shape of these strange beasts is to look off in another direction and strain your periphery. When the shadows are long, like those in the early morning or late evening, a Shadowy Presence can appear as large as a tall barn, but in the light of the noon sun, they always take small forms. The trouble is, when they are small and imagined to be gone, they are the most powerful.
Lifespan - Creatures of Shadow live in a different form of time than both the living and the dead. The living often confuse them with Dark Eternals, assuming them to be part of the forces of darkness. Dark Eternals however are also afraid of the shadows, having only discovered that they hold more mysteries than anything in the Splintral realm. Shadowy Presences do not die. If enough attention is paid to these creatures, they will vanish for a time from all perception, but sorcerers of the dark and light alike know that whether or not they can be seen, they are still there. This is why they are called Presence.
Habitat - The most frightful shadows can be found in dark places, a fact which has always allowed them to hide among the Dark Eternals of Mortis. At first, every Shadowy Presence comes from the corrupted light of the evening Mortis sun hitting the Black Glacier in the south. Corrupted sunlight is a special term for light that has passed through the Dark Oblivions unscathed. Light that has touched the pure darkness is never the same again. Each evening, a few shafts of light manage this uncanny journey through the places where Shadow Ore is harvested. One the other side, glimmers of light hit the Black Glacier. The Glacier is not of this world. It is only borrowed from the Shadow Realm. It holds the forces of Shadow at bay, but many dark sorcerers of Mortis have noticed that in recent years, the Black Glacier has begun to melt. They wonder if this means that the great Shadow Gate will be opened and the reign of the Dark Lord will suddenly end in a bloody Shadow conquest. They wonder this, but they dare not tell the Lord of Darkness, who would certainly execute them all for their doomsday musings.
Weapon - Fear is quite interesting when used as a weapon. It weakens the living, but it strengthens the dead. Still, even the forces of darkness are not immune to the fear. In fact, they feel it more deeply than anyone living when a Shadowy Presence is in their midst. For the Dark Eternals, this fear is a tool that motivates and inspires them to battle with wild, furied abandon. When a Paladin of the Silver Shield faces a Shadowy Presence in battle, he attacks it with every last ounce of strength in his body, often sacrificing himself to quell the terrors of his team.
Diet - What could a Shadowy Presence possibly eat? It is all but certain that in their own realm they feast on some crude and abstract sustenance, for they all carry themselves with a look of intense hunger. In battle, they are hungry for fear, visibly so, and enough to make Vampires quake with fright. In this Splintral realm, they eat nothing, at least nothing that can be seen.
Allies - Shadowy Presences are only allied with things that aren’t quite there, quite obviously because they come from the same place. Truthfully, though it is difficult for the Dark Eternals to admit, the Black Glacier has been cracking and slightly melting for years. When it mixes with the waters that surround Mortis, monstrosities of Shadow sometimes pull themselves out and crawl toward the cities. These monsters, no matter their form, have a sort of unspoken line of communication with the Shadowy Presences. The Lord of Darkness knows not from whence they come, for it is kept secret by his dark mages who know the truth. He fears these creatures, and wonders if they plan to one night slaughter him in his sleep.
Enemies - The enemies of Shadow are numerous and difficult to define. Across the realms and for countless millennia, the forces of Shadow have invaded the lands of the living. Most of their enemies have been completely obliterated in their conquests, but like any conquerors, they have always let some victims escape. The Shadowy Presences that have fallen upon the Splinterlands are mere spies; they are even helpful in battle to the Dark Eternals of Mortis. The next enemy slated for shadowy destruction is the Lord of Darkness, but he does not yet know it.
Pastimes - Shadows creep and slither at night with flickers of moon and star light. They hide during the day, but that does not mean that they are gone. They scheme and plan, and if they are allowed to go unnoticed for too long, they grow. This is the life of a Shadowy Presence.
The True Story of Splinterlands
Once upon a time your game purchase meant something. You could go to the store and purchase a game, after which you would simply own that game. You could play as often as you'd like, because it was your game. As the game companies were one by one swallowed up by larger and larger game companies, a terrible thing happened to the gaming world. While the games themselves were always making improvements, the players were constantly throwing more and more of their hard-earned money into a corporate black hole from which they reaped no rewards.
How did the corporations convince the players to pay this money? Loot. They showered the players with in-game riches designed to create a sense of accomplishment, but with no real value. Not only are these in-game "assets" entirely subject to the whims of corporate overlords who rarely (if ever) have the player's interests at heart, but they never really belong to the player at all. They belong exclusively to the game for which they were created. If a player wants to quit playing the game, they must also abandon their in-game treasures.
Not anymore. In the last couple years, Play-to-Earn has rushed to the scene. Blockchains are giving power and ownership back to the players, and it's about time. In this incredible and rapidly expanding world of technology it seems like such an outdated argument to be making, but the players (not the company) should own their gaming rewards. Blockchain, non-fungible tokens and games like Splinterlands are now making that possible.
In 2021, Splinterlands has more exciting things in store than ever before, including leaps and bounds of growth in cooperative guild play, boss fights, a massive Land Expansion and more! Come join our incredible community and experience the power of P2E for yourself! Tell them Splinterbard sent you!
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