Weekly Shiryo Update from The Shiryo Team #51

Attention Wolfpack, we think you will love today’s write-up. Our esteemed writer Steve presents more amazing pieces of world-building with new Shiryo lore for us to feast our eyes on.

Without further adieu, it’s over to Steve.

Hey Shiryo gang, Steve here.

Today I want to share another look at the lore I’ve been writing about Edreas past.

It is one thing to read about the past days of this land, but sometimes you want to know how it connects to the present that we see depicted in our game.

Those of you who follow our lore know that the Lycans used to be people, and even now they still have fragments of faded memories in their minds that affect how they act, even in this new form.

In this example, I wish to touch upon the past of Draven, a card that will be included in our 30-person Alpha Test, and how he spent his final days before becoming what he is now.


A trade village just north of the floating city of Avia. This town receives goods from Kedunn and Munsay before their final delivery to the city of mages.

The river that runs alongside it provides a good source of transport and trade towards those regions and allows for smooth transition to Avia itself. When the beasts first began rampaging across Edrea, Riverstone lost many of its people to the first few waves.

All hope seemed to be lost as the villagers of this once-thriving town huddled inside their homes awaiting the snapping jaws of death. It was when a man who often kept to himself, and yet always carried the faint smell of blood about him, came forward with a plan to hold the line against this new enemy. He soon introduced himself as Draven before he laid out his plans and gathered every able-bodied villager to take their part in the defence of their town.

When the beasts came, the villagers were ready, and using Dravens guerilla hit-and-run tactics they held out for fifty-five days against the warring beasts. All things must end however, as on the fifty-sixth day, the village was overrun and everyone inside perished under a tide of fang and claw.

Here we see that prior to his transformation, Draven actually helped the village of Riverstone fend off the beast incursion for nearly two months with efficient use of hit-and-run tactics, a skill he carried over to his new life in the form of a shadow clone that he could control. Every Lycan in Edrea is affected and changed by the lives they lived before, almost as if driven to similar desires even once their bodies had changed.

A big reason why I did this, is because it’s easy to write lore that predates a form of content, be it a game or a movie, but I believe this kind of lore is pointless if it doesn’t connect to the media we are presenting.

Worlds are alive, and they need to feel as such if we want to be immersed in them, especially if you are the type of person who likes to know everything about the world in which your media is set. Each card is more than a card; it’s a sentient being who had lived prior to their changes, they had memories and emotions, wants and desires, worries and fears. Even now, when they navigate the land of Edrea, they may stumble upon a ruined settlement and gaze among the scattered debris with a fading sense of recognition for what it once was.

Another example of connecting lore is how an entire nation’s religious dogma can still have a strong hold over the beasts that have long since replaced the people inside it.

The Munsay Flatlands is one such place where in the days long before the fall, the entire nation lived in worship of The Mother Tree, a great and prominent tree that towered over all else and provided a healthy bounty of both fruit and mana to the land around it.

Even their leader is a High Priestess of the Garden Order, a group which lives to both protect and serve the Mother Tree and the lands surrounding it. This worship is best seen in the secluded settlement of Friargarden where the Garden Order is based, a place where the Custodians and the Garden Knights spend their whole lives in worship and servitude.


A village of great purpose and holy reverence for the people of Munsay. This settlement is completely housed by custodians of the Mother Tree and as such is forbidden to be visited by those outside of the Garden Order.

The roles of the people here are divided by gender, the women are the true custodians of the Mother Tree whose role is to take care of the lands surrounding the tree and to take care of the tree itself. This is one of the most honourable duties a daughter of Munsay can attain but they must swear an oath and devote their entire lives to it. The men are chosen to be Garden Knights who live and die in the protection of both the Mother Tree and Friargarden, never being allowed to leave the valley in which the great structure dwells. Those who swear to uphold these duties must leave their old lives behind and live out the rest of their days in Friargarden, giving their everything to the great Mother Tree.

When you play our game, you will notice a striking similarity between the religions of man and the worship of the beasts that now roam the forests of Munsay. Even in this new world, the beasts and Lycans of the Munsay Flatlands live in service of the Mother Tree and in service of the balance of nature around them.

Did the fervent, religious dogma have such a stronghold in the minds of the people and the land, that when they were replaced by the beasts — that same belief still held prevalent in their minds?

Or is this possibly the irresistible influence of the Mother Tree itself? Many mysteries such as this still lay hidden in the world of Edrea and as the game progresses, more of these enigmas will reveal themselves so that you, the player, can try and figure out the true nature of the land on which this conflict unfolds.

And don’t worry, I will be going into greater detail about the Garden Order in a future update. Lore writing takes time, longer than some would think.

Before I even type a single word, I need to have the full concept fleshed out and checked repeatedly against other lore to make sure it fits well within the world. Any breaks or clashes against the overarching narrative can take you out of the immersion if you notice that some details don’t quite match up, and that is something that we at Shiryo don’t want to happen.

We want you to be interested and immersed in this world that we are creating, to see past the cards themselves and into the universe that they inhabit. These are more than cards to us, they are characters, and we want you all to see what we see.

I hope you enjoyed this little peek behind the curtain, and I’ll see you another time.