The Clerk's Chronicle
What's changed lately, and how the guild works. Newest first.
Season Two: Reinforcements
22 Jul 2026- Season Two begins with forty new adventurers in the pack rolls: twenty grounded guild characters and twenty rarer supernatural faces.
- Two new members have joined every set. Previously completed set bonuses may fall quiet until those two faces are collected; this is the new requirement, not lost cards.
- Duplicates are valuable: keep them to burnish a favourite's card edition or develop different specialists. Levels and mastery still come from play; releasing a spare for essence remains optional, not a forced step after a pack.
- For the one-time season reset, GP balances above 1,500 were reduced to 1,500 GP. This is not an ongoing cap: guilds can immediately earn above it again. Cards, levels, essence, sigils and all other progress were untouched.
- Arena scores are now replayed and verified on the server before reaching the leaderboard, closing the door on invented client scores.
- Tombola lobbies now have a deadline. If a table cannot begin, unready places are removed and paid stakes are safely refunded instead of being held indefinitely.
- A clearer first-week path now leads guildmasters through opening packs, choosing a protected favourite, gathering an early company pair, expeditions, a relic, a duel, room growth and overnight training. Releasing a true spare is taught only near the end, after the roster-building choices are understood; existing deeds count retroactively.
- Keyboard controls, focus visibility, live status text and reduced-motion alternatives have been strengthened across cards, pack reveals, the Arena and the Tombola.
- Each card copy can now be named as your favourite, keep its own service chronicle, and prepare up to two working quirks without forgetting the others.
- Working quirks are locked while an adventurer is committed to a lineup, expedition, delve or training, so a result cannot be changed after the party sets out.
- The Season Two cord is open: four weekly objectives, a rotating set spotlight and four milestone chests now give the ten-week season a visible chase.
- Relics are now transferable equipment. Give one to a card for a small specialist bonus in contracts, expeditions, Delves or training; moving it never consumes it.
- Duplicate decisions now begin with keeping specialists, then burnishing a favourite, with release presented as a deliberate final choice. Any Standard duplicate—Common through Legendary, quirked or levelled—can be chosen explicitly as forge fuel; valuable copies are never preselected, and 25% of their accumulated XP carries into the target.
- Mythics now have a purpose for further duplicates: selected Standard copies of the same adventurer can be spent on Legacy training for rarity-based XP plus 25% of that copy's earned XP, while the card remains Mythic and respects the level-30 limit.
- Level 10 and 20 now open one permanent, per-copy specialisation alongside the existing automatic mastery perks. Authored relationships also form capped lore bonds: at most two linked pairs add a modest 0.5% each to weekly contracts and expedition gold. Their gameplay effects activate automatically at 08:15 UK on Monday 27 July, just after the old week settles, with an emergency server kill switch retained.
- The new Book of Honours reads achievements retroactively from each guild's real ledger: discoveries, roster themes, levels, mastery, completed companies, lore bonds, expeditions, duels, the Arena and Realm Boss deeds. The Whole Mountain now honours guilds holding every Thunderforged dwarf, while Sisters of the Gauntlet recognises an all-female duel victory. Hidden honours reveal themselves when earned, and selected capstones grant cosmetic showcase badges with no power or currency attached.
- Pack reveals now survive a trip to Compare Copies. Return to the Pack Table and the unfinished reveal resumes where you left it.
- Every guild has one optional rename. It preserves the account and all progress, but the new guild name also becomes the login name.
- Tombola stakes now top out at 100 GP per card and 200 GP for the whole round; the 250 and 500 GP buttons have been retired.
- Finished weekly objectives now have a one-week claim grace, an unowned spotlight offers a two-lineup fallback, and the final Season milestone lands at a more forgiving 32 seals.
- Hilda Ironjaw has sat for a corrected portrait that actually depicts Hilda.
- Three complete companies have entered the rolls: the towering High Matrons, Thunderfury's six Thunderforged dwarves (including Nutbutter), and the glamorous elven Velvet Court.
- Every adventurer now has a world-linked biography, a named home on the Long Road and relationships with other characters. Owned acquaintances link directly between their ledger pages.
- Tavern rumours no longer ask guilds to release valuable copies. The new pool includes the Day's Descent, duels and training, and every unfinished rumour now points directly to the right activity.
- Every existing guild received two welcome packs for Season Two.
- A further three packs were delivered to every existing guild from the King himself.
- The King's Three Companies pack grants every existing guild one guaranteed Thunderforged dwarf, one High Matron and one Velvet Court elf, while keeping normal rarity, finish and quirk rolls.
- Prismatic and Mythic cards are now permanently protected from release. Any other non-Common rarity or non-Standard finish receives a prominent final security warning naming exactly what would be lost.
- Gift notices now queue, so a personal apology or reward cannot be hidden by a newer realm-wide drop.
- Named companies now reward progress before completion: two unique members unlock Fellowship and four unlock Company, each giving those company members +1% party score on contracts and the Long Road. Completing the roster still grants its existing guild-wide Prestige bonus and collection points.
- A weekly Realm Boss now asks every guild to share one health bar. Each player gets three deterministic server-scored strikes, sees personal and realm damage, and can claim modest 25%, 60% and defeat rewards after contributing.
- The Live Events board now has a runtime event desk: the King can post, replace or pause UK-time festivals, featured companies and boosted expeditions without a deployment. Events may also carry a one-choice story encounter with a modest capped reward; every choice and payout is sealed once per guild, while expedition modifiers remain frozen into their original receipts.
- The Duelling Ground now has a seasonal ranked ladder with visible divisions, ratings and win streaks. Practice bouts are always zero-stake and never move rating; resolved opponents can call one explicit zero-purse rematch, and modest rewards settle idempotently after three ranked bouts.
- Relics now carry Curio, Storied or Legendary provenance tied to the world, without changing any existing field effect. Card ledgers compare current and selected equipment side by side, while the Log's cabinet forge can explicitly recycle only unequipped relics for a small fixed essence return; discovery and diary progress remain intact.
- Account verification and password recovery now arrive as branded Keepsworn guild writs, with clear expiry, security guidance and plain-text fallbacks alongside the sealed HTML design.
- The Infirmary now has a proper ward register. Injured copies recover naturally for free, healthy duplicates can work as backups, or a built ward can return one to duty immediately for a clearly priced GP treatment recorded in the ledger.
- The Guildmaster's Almanac has been rewritten as a plain-speaking guide: a three-step first session, daily checklist, Monday contract flow, clear card-power table, duplicate decision guide and expandable answers replace the old wall of rules.
- The core journey has received a clarity pass: blocked forge copies now name and link to the exact duty protecting them, pack reveals resume with one efficient ledger read, empty screens offer a useful next action, mobile collection totals wrap cleanly, contract capacity is stated plainly, and free expedition slots lead straight to today's roads.
The Tombola — tavern bingo
21 Jul 2026- A proper gamble arrives: The Tombola, under Daily. Stake gold on up to four cards, watch twenty balls drop from sixty, and complete lines.
- Each completed line pays 2× its stake, and the multipliers stack: ×2/×3/×5 land on individual balls and ×10/×20 land on whole lines, so one hot line can pay a fortune.
- Six free spaces start marked on every card. Barnaby Tumble, the Tombola Master, calls the balls (and is learning to move about).
- The house keeps a small edge, so it can't be farmed for gold — but the swings are real and the big wins get their own bragging feed.
Duels: the arena is now a surprise
21 Jul 2026- Duel arenas are no longer shown before the fight. A random arena is drawn when the duel resolves and revealed afterwards, so bring a strong, varied three.
- The duel party picker is now the standard card selector (sort and class filter) used across the rest of the game.
The Bestiary — ten rare new sets
21 Jul 2026- Ten brand-new sets of half-men and fantastical creatures: The Horned Court (fauns, satyrs, minotaurs), The Drowned Choir (sirens and merfolk), The Emberkin (ifrit and salamanders), The Wyrmblood (half-dragon kin), The Pale Hunt (wendigo and spectral riders), The Root and Bark (dryads and treants), The Gearsworn (clockwork automata), The Star-Touched (celestials and oracles), The Feral Pact (werebeasts and skinchangers) and The Hollow Crown (liches and wraith-kings).
- Sixty new adventurers in all, and they are much rarer than the common folk — roughly a fifteenth as likely to turn up in a pack, so binding a full creature set is a proper season's chase.
- They pull their weight: these sets carry the strongest buffs in the game (up to +12% party scoring or +20% gold when bound), and nine new quirks land at the top of every effect scale.
- Portraits are being painted in the same panel-painting style as the rest of the roster and rolling out over the coming days.
Arenas, Quirks & the Gallery
21 Jul 2026- Duel arenas: every gauntlet is now fought in an arena that rotates daily for each matchup. Each one favours a class or two and leans on a stat, so who fits the ground matters as much as raw power. Both sides see it before committing, and the picker shows your arena muster live.
- Quirks now say what they do: cards read the effect (like '-10% exped. time') right on the face, not just the name.
- Learn new quirks: teach a card a fresh quirk with essence. The price climbs steeply with each one it already holds, up to four.
- Quirks are rarer at mint: most new cards now roll with no quirk at all, so a quirk means more.
- Duel battle log: tap any past duel to see both parties and every card's power, plus the arena it was fought in.
- The Gallery is clickable: tap any adventurer to fan out every copy you hold, quirks and all, and jump straight to one.
- Quest map: three marches a day now, spent on one stage or spread across many, win or lose. The character picker can filter by class too.
- Pickers everywhere gained sort-by (power, class, rarity, level), and the leaderboard now shows duels won.
The Grail & The Gauntlet
21 Jul 2026- Mythic finish — a one-of-a-kind grail pull above prismatic, in blazing gold. It tops the collection ladder, and only one of each character can ever exist.
- Prismatic glow-up — the rarest foils now sweep with a proper holographic shimmer.
- New set: The Ragged Fair — six travelling-carnival adventurers join the rolls.
- Duels — throw down the gauntlet at a rival: three of yours against three of theirs, gold on the line, winner takes the purse. Under The Guild.
- Trophy cabinet — click any guild's name to see their finest cards, rarest finishes and rivalry record.
Sound, Sundown & Housekeeping
20 Jul 2026- The door cinema has a voice now — each rarity opens with its own creak and burst.
- Pack reveal is bigger and slower, and you can tap to skip the film.
- The day now turns over at 8am UK time, so fresh packs and duties land with your morning brew.
- Expeditions: one trip per adventurer per day — no more spamming the same party.
- Signing up got easier: any name, capitals and all.
The realm as it stands
Earlier- Companies, weekly wars and personal rivalries; the Vault and Sigils at every reckoning.
- The Burnishing forge: hammer dupes up the edition ladder (standard → burnished → silvered → gilded → prismatic).
- The Noticeboard, The Week's Rolls, the Grudge Ledger and wax-seal stamps — the guild's gossip, all derived on read.
- The Long Road campaign, diaries, relics and the Lever of Ruin for the long tail.
How it all works
The daily round (5–15 min)
Open your morning pack, send parties on expeditions, take on the day's Delve (a shared three-room dungeon), claim a tavern rumour to keep your Hearth streak lit, and spin the Tavern Wheel with tokens your duties earn.
Cards as characters
Every copy has its own level, quirks, favourite status, transferable relic and service chronicle. It can be burnished up the edition ladder or found gilded, prismatic or — vanishingly rarely — mythic. Dupes are a choice: keep specialists, forge a finer prestige edition, or deliberately release a spare. Finishes never add game power.
The weekly reckoning
Field lineups on the six-contract board, chase Triumphs at higher tiers, and settle your Company against the Wyrm, your war, and your personal rival when the week resolves.
The guild & the group
Recruit mates for both-sides bounties, duel rivals for stakes, brag on the Noticeboard, and show off your cabinet. Rooms in the Guild Hall raise your Guild Level and open the harder work.